The following is a list of common weapons, gear and equipment that you might come across in your games. Feel free to use whatever makes sense and ignore what does not. While far from
an exhaustive list, the examples provided below should be enough information for you to design your own brand of colorful weapons and armor. For example, if you are in a science fiction setting and want some kind of goofy laser sword, you could just make it have the stats of a Longsword, with a special ability that it ignores all Armor. Be creative!
Currency: Your setting will have a particular monetary currency native to it. Whether it’s Gold Pieces or Space Credits or Nook Nook Crystals or whatever. For ease of reference, I will use the $ symbol to signify cost.
Reselling: If you want to sell anything you have picked up along your travels, you do so at half the listed price. For example, if you find a Longsword that has a value of $100, a vendor will buy it from you for half the amount.
A note on Prices: I know that a modern pistol does not cost $100. This is just a list of gear and the prices that a card carrying adventurer can acquire gear for. They know how to get good stuff at a good price. It’s their business, after all. Player Characters only begin play with 500 Units of wealth, so I had to put a few things on clearance so that you don’t start the game with a softcover book, a switchblade and a sandwich before going broke.
Special Weapon Abilities: Some weapons have one or more Special Abilities listed in their description. You can only make use of a Weapon’s special ability if you have the Skill listed to use the weapon at Novice rank or higher. If you do not meet this requirement, you cannot make use of a weapon’s Special Abilities.
Advanced Weapons: Damage Value 4 and 5 weapons are considered Advanced, and you must have an Aim (for ranged weapons) or Melee (for close combat weapons) Skill at Adept rank or higher to use an Advanced weapon for that particular skill.
Whip/Net
Cost [25] Roll [Vigor OR Agility (Melee)] Damage Value [2]
Part tool and part weapon, Whips and Nets can make handy adventuring equipment. Most melee weapons can only attack targets within a 5-foot radius of the user, but a whip has double this range.
-Special (Ensnare): Rolling 3+ Stars on an attack roll with this weapon ensnares the target if they fail a Vigor OR Agility (Athletics) roll to resist. An ensnared target cannot move and gains Disadvantage on all attack rolls. At the start of their turn, an Ensnared target can make a Vigor OR Agility (Athletics) roll to break free. While you are Ensnaring a target, the whip cannot be used for anything but keeping hold of them.
-[Whip] Special (Swing): This can be used to grant advantage to all rolls made to traverse gaps or chasms (by swinging Indiana Jones style!) by taking a Move Action.
-[Net] Special (Improved Ensnare): Nets are particularly tricky to escape from once Ensnared, and any targets rolling to evade the Ensnare special ability suffer Disadvantage on their roll.
-[Net] Special (Thrown): This weapon can be thrown by rolling a Vigor (Athletics) attack. If you score at least one Star, the target must immediately roll against being Ensnared.
Dagger/Knife/Switchblade
Cost [10] Roll [Vigor OR Agility (Melee)] Damage Value [2]
Small and easy to conceal, this blade is more for stabbing than skinning. Due to its light weight this weapon can benefit from either a strong or accurate wielder.
-Special (Sneak Attack): When this weapon deals damage to an opponent who was not expecting the attack (You snuck up on them, for example), deal an extra d3 x 5 damage. If the wielder has the Stealth Skill at Adept or higher, deal d6 x 5 extra damage instead.
Brass Knuckles/Light Club/Slapjack
Cost [5] Roll [Vigor (Melee)] Damage Value [2]
Popularly seen in bar fights across the world, this category of blunt weapon is pretty much anything sturdy and dull that is used to batter people senseless.
-Special (Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
Staff
Cost [10] Roll- [Vigor OR Agility (Melee)] Damage Value [2]
Sometimes, carrying a big ol’ stick is pretty useful. Staffs are popular among adventurers who want to look super mysterious and smart–or maybe you’re just REALLY cheap.
-Special (Trip): Attacks with this weapon that earn 3+ Stars have a chance to knock the victim Prone if they fail an Agility (Athletics) test. This does not work against targets who are much larger than you (GM’s discretion).
Hunting Knife
Cost [35] Roll [Vigor (Melee)] Damage Value [3]
That’s not a knife. THIS is a knife. Hunting Knives are quite large and cumbersome, making them difficult to conceal, but great for skinning animals.
-Special (Hunter’s Edge): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Kukri
Cost [40] Roll [Agility (Melee)] Damage Value [3]
These large, curved daggers are great for lopping off heads!
-Special (Decapitation): If an attack made with this weapon reduces a target to a number of Energy equal to or less than the wielder of this weapon’s Agility score, you may spend a point of Luck to immediately Decapitate the victim. For example, someone who has an Agility of 3 can spend a point of Luck to instantly decapitate an enemy damaged by an attack with this weapon once the target has been reduced to 3 Energy or less. In order for this ability to be used, this weapon must have been the last attack made to damage the target.
Short Sword/Gladius
Cost [40] Roll [Vigor OR Agility (Melee)] Damage [3]
If you think knives are a bit too small, but long swords are a bit too big, might I interest you in the mid-sized option?
-Special (Dual-Wielder’s Delight): This weapon performs particularly well when dual-wielded. If the user has the Double Trouble Edge, increase the DV of this weapon by 1. Do this only for Double Trouble attacks.
Mace/Warhammer
Cost [40] Roll [Vigor (Melee)] Damage Value [3]
Any type of weapon that is one handed, made of some kind of sturdy substance, and can rattle a brain around is categorized here.
-Special (Improved Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll at Disadvantage. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
Flail/Morningstar
Cost [70] Roll [Vigor (Melee)] Damage Value [3]
Whether your spiked ball is on a chain or on a stick, we can all agree that pointy balls hurt a bunch, right?
-Special (Brutal): These weapons deal particularly grievous wounds. Whenever this weapon earns 3+ Stars on an attack roll, the attack deals an extra d6 damage. This ability can trigger up to 3 times per Long Rest.
Tomahawk/Hand Axe
Cost [50] Roll [Vigor (Melee) OR Vigor (Aim)] Damage Value [3]
Sturdy, well made and quite adept at hacking off limbs.
-Special (Thrown): This brutal hand ax can also be used as a ranged weapon by being thrown by someone with skill in its use.
-Special (Dual-Wielder’s Delight): This weapon performs particularly well when dual-wielded. If the user has the Double Trouble Edge, increase the DV of this weapon by 1. Do this only for Double Trouble attacks.
Rapier/Sword Cane
Cost [75] Roll [Vigor OR Agility (Melee)] Damage Value [3]
This elegant, thin and lethal blade that can poke a good few holes in a foe.
-Special (Riposte): When a Melee attack of any kind misses you, you can spend a Luck point to immediately make a counter attack. You may use this ability once per Long Rest.
Katar
Cost [70] Roll [Vigor OR Agility (Melee)] Damage Value [3]
These wicked looking punch-daggers are exceedingly adept at ruining lighter armor.
-Special (Puncture): This weapon ignores Armor Ratings of 1. Each time this weapon earns 3+ Stars on an attack roll, the target must immediately make an Armor Damage test. The target rolls a d6. On a result of 1, the Armor is damaged and offers no protection until it is repaired.
Long Sword/Scimitar
Cost [100] Roll [Vigor OR Agility (Melee)] Damage Value [4]
The old adventurer’s standby! Not much to be said about this pointy classic, eh?
-Special (Sword and Board): When paired alongside a shield, this classic couple just makes you feel all warm and fuzzy inside. Someone using a Longsword in one hand and a Shield in the other increases their Armor Rating by 1. Remember, you have a maximum Armor Rating of 3!
Woodsman Axe
Cost [60] Roll [Vigor (Melee)] Damage Value [4]
This can chop wood AND heads! While lacking the brutal killing power of a Great Axe, a Woodsman Axe is more for utility than raw killing power (but it ain’t bad at that, either!). You must have a Vigor score of at least 2+ to use this weapon, as well as have two hands free to swing it.
-Special (Hunter’s Edge): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
-Special (Butchering): Whenever you kill a Monster with this weapon that has Monster Meat on its Loot table, you loot d3 Monster Meat in addition to whatever else was rolled.
Spear/Pitchfork/Trident
Cost [20] (Pitchfork) [100] (All else) Roll [Vigor (Melee)] Damage Value [4]
Long sticks with stabby tips are pretty useful in everyday life. Due to their lengthy handle, this weapon can attack targets in a ten-foot radius instead of the normal 5. This weapon requires two hands to use.
-Special (Gore): An attack roll that earns 3+ Stars with this weapon has a chance to Gore the victim, who must immediately make a Vigor (Athletics) roll. Failure means the target has been gored and bleeds out for 3 turns. At the start of their turn, a Gored victim takes d6 damage.
-[Pitchfork] Special (Brittle): While this weapon can be used in combat, it is not its intended function. Whenever an attack with this weapon earns 5+ Stars, the force of the blow ruins the weapon, rendering it useless.
Halberd
Cost [150] [Roll-Vigor (Melee)] Damage Value [4]
Can’t make up your mind whether you want to use an axe or a spear? Why choose when you can use both!? Whenever this weapon attacks, the user can choose to either use the Gore OR Cleave Special ability. This length of this weapon allows the user to attack up to 10 feet away instead of the normal 5 feet.
This weapon requires two hands to use, as well as a Vigor score of 2+.
-Special (Gore): An attack roll that earns 3+ Stars with this weapon has a chance to Gore the victim, who must immediately make a Vigor (Athletics) roll. Failure means the target has been gored and bleeds out for 3 turns. At the start of their turn, a Gored victim takes d6 damage.
-Special (Cleave): Once per Long Rest you can attempt a Cleave attack by spending a Luck point and a Full Action. Make one attack roll and apply it to all targets within melee range in an arc front of you. This can target up to 3 people.
Sledgehammer/Maul/War Club
Cost [125] Roll [Vigor (Melee)] Damage Value [5]
A crushing implement that can bust up structures just as good as it can people! This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Impact): If you roll 3+ Stars on an attack roll using this weapon you knock the target prone unless they succeed at an immediate Vigor (Athletics) test.
-Special (Structural Damage): If this weapon is used against constructs or machines (automatons, golems, clockwork beings, etc.) and deals an extra d6 damage to such beings.
Greataxe/Greatsword
Cost [125] Roll [Vigor (Melee)] Damage Value [5]
In addition to being a handy tool around the farm, a nice, sturdy ax is also pretty good at cleaving people in twain. This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Cleave): Once per Long Rest you can attempt a Cleave attack by spending a Luck point and a Full Action. Make one attack roll and apply it to all targets within melee range in an arc front of you. This can target up to 3 people.
A word on Ammunition: The Dave System is all about fun and action, not keeping track of how many bullets you have. It is assumed that you are always fully stocked on whatever type of ammunition your weapons require, and you never need to purchase more or stock up (though you do need to take the time to reload said weapons when they run dry in combat, of course). The exception to this rule would be a Post-Apocalyptic setting, where ammunition is rare and highly valuable. In that case, I advise counting every single bullet.
A word on frickin’ LASER BEAMS: I won’t be doing entries for laser weapons, because it would be a bit redundant. Instead, just add the special quality listed below to any pistol or rifle weapon and change the name. For example, take a normal pistol, call it a “ZAP ZAP RAY GUN” or whatever, and give it this:
-Special Ability (Disintegration): Whenever this weapon earns 3+ Stars on an attack roll, the victim rolls 2d6. If this roll comes up Snake Eyes (two 1’s), then the target is immediately reduced to a smoldering pile of ash. If this weapon is a Laser Rifle, the target rolls this test TWICE.
Distance
Similarly, I do not want to sit here tabulating complex range charts for every single weapon, so we’ll make this easy. There are five types of Range, as detailed below:
-Melee Range is anywhere within a five-foot radius of you.
-Close Range is anywhere between 6-50 feet away from you.
-Medium Range is anywhere between 51-150 feet away from you.
-Long Range is anywhere between 101-500 feet away from you.
-Throwing Range is equal to your Vigor Stat multiplied by 20 feet.
Sling/Slingshot
Cost [1] Roll [Agility (Aim)] Damage Value [2] Max Range [Close]
Grow up. A Slingshot is a simple device that hurls projectiles. Be the terror of your neighborhood with this classic inconvenience! This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls.
-Special (Child’s Play): In the hands of anyone under the age of 13, this weapon gains a +1 bonus to its Damage Value.
Throwing Knife
Cost [1] Roll [Agility (Aim)] Damage Value [2] Max Range [Throwing]
These exceedingly light blades are ideal for throwing. Due to their light weight and general flimsiness, throwing knives make poor melee weapons, and if this weapon ever rolls 3+ Stars on an attack roll, roll a d6. On a result of 1 or 2, the Throwing Knife snaps and is rendered useless.
Javelin
Cost [1] Roll [Vigor (Athletics)] Damage Value [2] Max Range [Throwing]
These thin, pointy spines are often used to turn people into porcupines. Simple, yet effective.
Derringer
Cost [50] Roll [Agility (Aim)] Damage Value [2] Capacity [2], Max Range [Close]
This small pistol has excellent concealability, but relatively weak firepower.
-Special (A Lady’s Touch): For whatever reason, in the hands of a Female, this weapon’s damage value increases by 1.
Saturday Night Special
Cost [50] Roll [Agility (Aim)] Damage Value [2] Capacity [5], Max Range [Medium]
A catch-all for shoddy, low caliber/quality firearms that see common use. These pea shooters are nothing special and are commonly used by the poor and desperate.
Short Bow
Cost [50] Roll [Agility (Aim)] Damage Value [3] Max Range [Medium]
Silent and deadly, those skilled with this simple weapon can accomplish bloody feats indeed! This weapon requires two hands to use. A Short Bow can be used in melee combat without penalty. You must have a Vigor score of 2+ to use this weapon.
-Special (Hunter’s Point): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Long Bow
Cost [100] Roll [Agility (Aim)] Damage Value [4] Max Range [Long]
An upgrade in size as well as killing capacity for the legendary short bow. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. You must have a Vigor score of 3+ to use this weapon.
-Special (Penetration): In the hands of a skilled Archer, this weapon ignores Armor Ratings of 1.
Crossbow
Cost-250g, Roll-Agility (Aim), Damage Value-5, Max Range-Long
This technical marvel is an instrument of absolute destruction! This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. While powerful, this weapon is slow to reload and requires a Half Action to cinch. You must have a Vigor score of 3+ to use this weapon.
-Special (Superior Penetration): This weapon packs a massive punch and ignores all Armor.
Pilum
Cost [70] Roll [Vigor (Athletics)] Damage Value [3 or 4] Max Range [Throwing]
This throwable spear can double as a melee weapon as well, acting as a cross between a heavy javelin and a light spear. You must have a Vigor score of 2+ to use this weapon.
-Special (Returning): When thrown, the user of this weapon can use a Half Action to summon the weapon back to their hand to be used again. This can be used up to three times per Short Rest.
-Special (Dual Use): This weapon can be used as a Melee weapon, but the Damage Value is decreased to 3.
Six Shooter
Cost [50] Roll [Agility (Aim)] Damage Value [3] Capacity [6], Max Range [Medium]
The classic gun that won the west, this quality handgun is a must-own for adventurers and those that wish to carve their names into the legends of history.
-Special (Pistol Whip): You can make a Vigor (Melee) attack to use the solid pistol of this weapon to conk someone upside the head. This attack has a Damage Value of 2.
Modern Pistol
Cost [100] Roll [Agility (Aim)] Damage Value [3] Capacity [15], Max Range [Medium]
For more modern games, this is the standard one handed firearm of choice.
-Special (Silencer): You can purchase a Silencer for a Pistol by spending another $50. This muffles the sound of the pistol, and grants the Sneak Attack (see Knives/Daggers) Special Ability if the user is within 25 feet of the target.
Rifle
Cost [125] Roll [Agility (Aim)] Damage Value [4] Capacity [10 or 30], Max Range [Long]
Sometimes, you need a bit of extra bang for your buck. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. Lever Action Rifles have a capacity of 10, and modern Rifles have a capacity of 30. You must have a Vigor score of 2+ to use this weapon.
-Special (Penetration): In the hands of a skilled rifleman, this weapon ignores Armor Ratings of 1.
Shotgun
Cost [100] Roll [Agility (Aim)] Damage Value [Special] Capacity [2 or 6], Max Range [Medium]
Sometimes, you just wanna make a mess...Shotguns are devastatingly powerful as long as your target is within snuggling distance. This weapon has a Damage Value of 5 up to Close Range, but this changes to a Damage Value of 3 at Medium Range. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. You can mitigate this penalty by sawing off the lengthy barrel of a Shotgun. This allows the gun to be used normally in Melee Range, but changes its Range permanently from Medium to Close. Due to its hefty recoil, you need a Vigor score of at least 3 to use this weapon. A Double Barrel shotgun has a capacity of 2 and a pump action Shotgun has a capacity of 6.
-Special (Impact): If you roll 3+ Stars on an attack roll using this weapon you knock the target prone unless they immediately succeed at a Vigor (Athletics) test.
Submachine Gun
Cost [200] Roll [Agility (Aim)] Damage Value [3] Capacity [30], Max Range [Medium]
These rapid fire terrors are short and compact, allowing them to be used in close combat without penalty due to their relatively short barrel. This also limits their range, however! You must have a Vigor score of 2+ to use this weapon.
-Special (Burst Fire): Whenever an attack with this weapon earns 5+ Stars, the wielder may immediately make another attack with this weapon. Each time this Special Ability triggers, it consumes 5 rounds of ammunition. This ability can only be triggered once per attack. For example, if your first attack rolls 5+ Stars, you may immediately roll another attack. If the second attack rolls 5+ Stars, you do not get to roll a third attack. Let’s not get silly, here…
Machine Gun
Cost [350] Roll [Agility (Aim)] Damage Value [4] Capacity [30], Max Range [Long]
The bigger, nastier brother of the submachine gun can fill the air with hot lead in record time! Due to its length, this weapon is considered awkward in close combat and incurs Disadvantage when used up close and personal. You must have a Vigor score of 3+ to use this weapon.
-Special (Improved Burst Fire): Let’s get silly! Whenever an attack with this weapon earns 5+ Stars, the wielder may immediately make another attack with this weapon. Each time this Special Ability triggers, it consumes 5 rounds of ammunition.This ability can now be triggered up to twice per attack. For example, if your first attack rolls 5+ Stars, you may immediately roll another attack. If the second attack rolls 5+ Stars, you may now roll a third attack! If that attack rolls 5+ Stars, you have to stop, because other peeps need to take a turn, too, mah dhood!
Minigun
Cost [500] Roll [Agility (Aim)] Damage Value [5] Capacity [Special], Max Range [Long]
The mother of all machine guns! This large weapon requires 2 hands and a Vigor score of 3+ to use. Due to its length and heft, the Minigun is very awkward to use in close combat and all attacks made with it under such conditions gain Disadvantage. This weapon has a Capacity equal to as many bullets as you can afford, since it is a belt-fed weapon.
-Special (Improved Burst Fire): Let’s get silly! Whenever an attack with this weapon earns 5+ Stars, the wielder may immediately make another attack with this weapon. Each time this Special Ability triggers, it consumes 5 rounds of ammunition.This ability can now be triggered up to twice per attack. For example, if your first attack rolls 5+ Stars, you may immediately roll another attack. If the second attack rolls 5+ Stars, you may now roll a third attack! If that attack rolls 5+ Stars, you have to stop, because other peeps need to take a turn, too, mah dhood!
-Special [Unique Ammo]: Most times, I don’t really quibble about ammunition, but weapons that are this powerful need to be curbed at least a little bit so that they do not unbalance the game. As a result, ammunition for this weapon is very rare, and when encountered for sale, is exceedingly expensive. Use this weapon wisely!
Missile Launcher/Bazooka
Cost [500] Roll [Agility (Aim)] Damage Value [5] Capacity [1], Max Range [Long]
I love it when things go kablooey! This large weapon requires 2 hands and a Vigor score of 3+ to use. Due to its length and heft, this weapon is very awkward to use in close combat and all attacks made with it under such conditions gain Disadvantage.
-Special [Radius]: When this weapon hits, it deals its damage to all targets within a 10 foot radius around the victim.
-Special [Unique Ammo]: Most times, I don’t really quibble about ammunition, but weapons that are this powerful need to be curbed at least a little bit so that they do not unbalance the game. As a result, ammunition for this weapon is very rare, and when encountered for sale, is exceedingly expensive. Use this weapon wisely!
Flamethrower
Cost [500] Roll [Agility (Aim)] Damage Value [5] Capacity [10], Max Range [Medium]
Flame on! This large weapon requires 2 hands and a Vigor score of 3+ to use. Due to its length and heft, the Flamethrower is very awkward to use in close combat and all attacks made with it under such conditions gain Disadvantage.
-Special [Cone]: This weapon fires in a cone and can damage any targets caught in its stream. Most times, a Flamer can target two characters that are within 5 feet of each other. Roll one attack and apply the results to both targets.
-Special [Ignite]: When this weapon earns 3+ Stars, roll a d6. On a result of a 6, the target bursts into flames, burning for an extra d6 damage at the start of their next 3 turns. A burning character can spend a Full Action to stop, drop and roll to douse the flames.
-Special [Unique Ammo]: Most times, I don’t really quibble about ammunition, but weapons that are this powerful need to be curbed at least a little bit so that they do not unbalance the game. As a result, ammunition for this weapon is very rare, and when encountered for sale, is exceedingly expensive. Use this weapon wisely!
Grenade/Dynamite
Cost [20] Roll [Agility OR Vigor (Aim)] Damage Value [d6x5] Max Range [Thrown]
For ultimate property damage, no better option exists than a nice, healthy explosive. Each Star you earn on an attack roll targets another enemy within 25 feet of where the Dynamite landed. All targets must make Vigor OR Agility (Athletics) rolls or take d6 x 5 damage. If you Botch an attack roll with this weapon, then you blow yourself up in the process of making your attack. Take d6 x 5 damage. All allies within the blast radius may make Dodge rolls to mitigate this damage, but you cannot.
Stacking Armor: Remember, you only gain an Armor Rating from one piece of protective equipment. Stacking Armor does not increase your Armor Rating!
Damaging Armor: At the end of every adventure that your Armor took damage, roll a d6. On a result of 1, your Armor requires repair. Armor can be repaired at any General Store and costs half the cost of the Armor in question. A character with the Artisan (Blacksmith, Outfitter, or Leatherworker) Edge at Basic can repair their own (or their buddies’) damaged armor for this price. An Advanced rating in Artisan allows you to repair armor at a quarter of its maximum cost! Armor in need of repair offers no protection from damage until it is fixed.
Cloth Armor
Cost [35] Armor Rating [1]
There’s nothing but thick, padded cloth, double-stitching and a prayer separating you from the grave, but at the very least, you get some manner of protection! This Armor is also not that sturdy, and is considered damaged on a roll of 1 or 2 (See Damaging Armor up above). The good side is that Cloth Armor is not immediately recognizable as armor, and you can wear it in public without people giving you strange looks.
Savage Armor
Cost [50] Armor Rating [1]
This assortment of loose rags and revealing armor might not look like much, but this ceremonial armor improves as the wearer defeats challenges. Whenever the wearer of this armor defeats 5 challenging foes (GM’s discretion), this armor improves to Barbarian Armor.
Barbarian Armor
Cost [Special] Armor Rating [2]
Decorated with bones, claws, and skulls of defeated foes, this improved version of Savage Armor looks just as…well, savage, but offers more protection, despite its skimpiness. Go put some clothes on! Once the wearer of Barbarian Armor defeats another 10 worthy foes, this armor improves itself into Ancestral Armor.
Ancestral Armor
Cost [Special] Armor Rating [3]
The wearer of Ancestral Armor has shrouded themselves in so much glory that they have gained the protection of the Spirits themselves. Ancestral Armor never needs repair due to its infusion of ancestral spirit magic.
Leather Armor
Cost [50] Armor Rating [1]
Light and flexible, Leather Armor is a popular choice for the discerning adventurer. A bit more durable than Cloth Armor, but not nearly as incognito.
Studded Leather Armor
Cost [100] Armor Rating [1 or 2]
Reinforced and a tad bit more complex than your standard leather armor, Studded Leather is the premier choice for the discerning thief. This Armor grants an Armor Rating of 2 if the wearer has both the Thievery and Stealth Skills at Novice level or higher. Don’t ask me why. Besides increased protection, Studded Leather has an assortment of cleverly concealed pockets that can be used to hide any item that can fit in an enclosed hand. Anyone attempting to frisk you to find these hidden pockets gains Disadvantage on their Presence or Smarts (Perception) rolls to do so.
Chain Mail Armor
Cost [150] Armor Rating [2]
Sturdy and well forged, this intricate armor of ringlets increases protection to vital areas, but is a bit on the hefty side. You must have a Vigor score of 2+ to lug it around properly.
Half Plate Armor
Cost [300] Armor Rating [3]
Plate Armor is bulky and cumbersome, but lends superb protection from incoming damage. Half Plate is a bit less involved than Full Plate, but the Armor Rating for both is the same. You must have a Vigor score of 3+ to wear this armor. These plate boots were not made for sneakin’, so any rolls made to move about silently gain Disadvantage.
Full Plate Armor
Cost [500] Armor Rating [3]
Walking tank coming through! Full Plate Armor has all the qualities of Half Plate, but once per Long Rest, someone wearing Full Plate can roll a d3 and reduce the Stars of an attack rolled against them by that amount. Use this ability after an attack against the wearer is rolled.
Force Field
Cost [300] Armor Rating [0/3]
This futuristic armor is little more than a belt or wristband with some high tech gobbledygook on it that emits a protective field around the wearer. Anyone can make use of this armor, which protects only against energy weapon attacks like laser swords or beam weapons. This offers no protection against physical attacks or non-energy weapons, however.
Shield
Cost [300] Armor Rating [0]
Using a shield in battle makes your off hand unable to perform any action besides holding it. This item does not grant an Armor Rating increase to the user, but allows you to reduce an incoming attack by 1 Star up to 3 times per Short Rest while equipped. Reducing an attack to zero Stars means that the attack does no damage. Use this ability after the attack is rolled. For instance, if you were attacked for 3 Stars of damage, you could choose to reduce that attack by 1, 2, or even 3 of its Stars, lessening, or nullifying the damage outright. You must have a Vigor score of 2+ to use this item.
-Special (Shield Bash): If you have the Melee Skill at Novice rank or higher and use a Shield, you can use an attack action to perform a shield bash as a Damage Value 2 attack by making a Vigor (Melee) roll. If this attack earns 3+ Stars, then the target must immediately roll an Agility (Athletics) test or be knocked off balance until the start of their next turn. Attacks made against an off-balance opponent gain Advantage.
Whether you’re chugging potions in a sword and sorcery setting or shooting up stimpaks in a sci fi setting, consumables add temporary boosts to your character when they need a little pick me up. Presented below is a list of some consumables and their effects. Feel free to rename them to better suit the flavor of your setting.
Mixing Consumables: There is one simple rule when it comes to consumables: Drinking a new one eliminates the effects of the old one. Let’s say you chug an Ironhide Elixir to prepare for a big fight. Said fight doesn’t go too well, so you decide to drink up a Healing Potion. Drinking the Healing Tonic will immediately cancel out the benefits of the Ironhide Elixir. Drink responsibly! This rule only comes into play on potions that you actually drink. If you smear some Glow Goop on your sword to make it glow, and then drink up a Healing Potion, the Glow Goop still shines bright until it wears off.
Crafting Consumables: Anyone with the Artisan (Alchemy) Edge can use rare ingredients from downed Monsters and/or unique flora found in the game world to brew their own tonics and potions. Under each consumable that can be crafted is a list of ingredients needed to brew it yourself.
Glow Goop [25]
This handy paste can be used to coat any small item, making it emit the same glow as a lantern for d6 hours. One canister of Glow Goop has 3 applications.
Recipe: 1 Weird Weed
Fortune Tonic (25g)
This gold colored liquid imbues the drinker with the blessings of good fortune, increasing to the weight of the imbiber’s purse! For 1 hour after drinking, whenever the user of this Tonic defeats an enemy that has at least 20 Energy, they gain 50 units of wealth. Most adventurers stock up on these potions and chug one down before heading into a dungeon or dangerous area to make the most of their heroics!
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Four Leaf Clover
Fish Oil [50]
This clear, oily potion allows the imbiber to breathe and function underwater as an aquatic creature would for one hour per point of Vigor they have. During this time, you gain a swim speed equal to your actual Speed and do not suffer Disadvantage for attack rolls made underwater.
Recipe: 1 Monster Blood, 1 Weird Weed, 1 cup of Salt Water
Energy Drank [50]
Chugging one can of this fizzy stuff (a Half Action) allows the imbiber to roll a Vigor (Athletics) test. Each Star earned on this roll heals the drinker for 5 energy. Failing this roll means that you cannot benefit from this item again until after a Long Rest, as you get a world class tummy ache!
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Miraculous Marigold
Fireproof Juice [50]
One chug of this potion makes the imbiber completely immune to fire, extreme heat, and even smoke inhalation for one hour.
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Cool Cactus
Volatile Brew [50]
This insanely flammable concoction can be hurled like a grenade and explodes in a roiling gush of unnatural flames upon impact. Roll an Agility OR Vigor (Aim) as an attack roll. Each Star you earn targets another enemy within 30 feet of where the Volatile Brew landed. All targets must make Vigor OR Agility (Athletics) rolls or take d6 x 5 damage. If you Botch an attack roll with this potion, then you blow yourself up in the process of making your attack. Take d6 x 5 damage. All allies within the blast radius may make Dodge rolls to mitigate this damage, but you cannot. Anyone who takes damage from this attack must immediately roll a d6, with a result of 1 or 2 setting them ablaze for 3 turns. At the start of each turn, a set-ablaze character takes d6 damage. A victim can take a Full Action to stop, drop and roll to douse the fire out.
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Demonic Daffodil
Ironhide Elixir [75]
This gritty concoction has an unpleasant, coppery taste, but infuses the wearer’s flesh with resilience. For one hour after drinking this, the user gains an Armor Rating of 3.
Recipe: 1 Monster Blood, 1 Furious Fungus, 1 Monster Carapace
Zombie Juice [75]
This strange concoction actually has no effect on the living, but if poured down a dead person’s gullet, the corpse will animate and answer any questions posed to it to the best of its ability. The Corpse will answer what it can for about ten minutes or so. The corpse must be dead no longer than one year, and it must WANT to talk. Sometimes, the dearly departed just want to be left alone...
Recipe: 1 Monster Blood, 1 Bone Blossom, 1 Undead Dust
Monster Repellant [100]
This small spray bottle can be used to protect the wearer from Monstrous being attacks. Scentless to normal folks, but rest assured, this stuff stinks something fierce to any Monsters in the vicinity. For one hour after application, all Monster attacks made against the user within Melee Range suffer Disadvantage. Keep in mind that this does not repel natural animals, only Monsters.
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Rambling Rose
Antidote Pills [100]
This invaluable medicine can cure most poisons and diseases simply by popping a simple pill. Supplies are often limited, and these things certainly sell out fast! One bottle of Antidote Pills contains 3 pills.
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Jolly Jasmine, 1 Monster Venom
Love Potion #3 [100]
This fancy perfume bottle comes with a blank label on it. The user writes the name of who they want to capture the desire of on the blank label, and then spray themself with this sickly sweet perfume. The wearer stinks to high heaven to everyone else EXCEPT the person whose name is written on the bottle, who finds the wearer absolutely intoxicating to be around if they fail a Smarts (Willpower) roll. Failure to resist the Love Potion means that the wearer gains advantage on all Social rolls made against the target AND any 6’s they roll any said rolls count as 3 Stars instead of 2. If the victim succeeds on their Willpower roll, then the perfume has no effect. The perfume lasts for 24 full hours if successful, but after that, the spell wears off, and the bedazzled person remembers EVERYTHING they did while intoxicated by your super sweet scent. It is heavily advised that those who make frequent use of this potion get a really good legal team and skip town as soon as they get what they’re after!
Recipe: 1 Monster Blood, 1 Weird Weed, 1 Tantalizing Tulip
Rations [5]
A basic supply of 10 points worth of Rations, including some bland canned goods and water. It’s enough to get you by, but not too tasty. Rules for surviving in the wild and how Rations work in game terms are detailed at length in the Special Systems (Survival) section.
Adventuring Kit [25]
This handy set of implements will get a young fortune-seeker started off right. This set includes a travel journal and some writing utensils, a sturdy Lantern (takes up one hand to use), numerous pouches, a backpack and some common camping equipment.
Binoculars [50]
This ingenious invention greatly enhances the distance at which you can see clear details and surroundings. Highly recommended for peeping Toms everywhere!
Trade Tool Set [50]
The right skills require the right tools, and you’d be hard pressed to repair a busted wagon wheel with your bare hands and some happy thoughts. That’s where Trade Tools come into play.
-If you purchased any level of the Artisan Edge, you probably need some equipment to indulge in your passion. Painters need paint, Alchemists need a lot of spare bottles, Actors need costumes, and repairmen need hammers and nails. Purchasing a Trade Tool Set equips you fully for your chosen trade or passion.
-Using the Technology Skill to do all but the most mundane fixin’ requires a Tinker’s Kit.
-Using the Thievery Skill to pick locks, crack safes, or sabotage machinery absolutely requires the user to buy a Lockpick Set.
-In order to harvest Herbs using the Primal Skill, you must use an Herbalist Kit.
-In order to use the Heal Skill, you must use a First Aid Kit, which is composed of bandages, salves, and other medicinal implements. A First Aid Kit has enough materials in it to be used 5 times before it needs to be replenished.
-Using the Thievery skill to concoct a disguise requires a Disguise Kit.
Quality Saddle [75]
This finely made Saddle aids in your riding, making all 6’s you roll when making an Agility (Primal) test to ride a horse earn 3 Stars each instead of 2 Stars. This saddle is also mighty comfy, to boot, and is probably really pretty to look at. A must-have for those that wish to ride in style!
Personal Computer [100]
A handheld gizmo that can act as a sensor, communication device, and several other nifty things in between. A veritable must have in most modern/cyberpunk/science fiction settings. Prolly also has a really nifty calculator in it, too!
Whether you call them lucky charms, magic items, or mystical artifacts, Heirlooms are items infused with special properties that can aid you in your adventures.
This game has magic items? Cool! I am gonna carry 50 of them and be unstoppable!
You silly goose, you can’t stockpile Heirlooms, and there is a limit as to how many Heirlooms a character can make use of.
That sucks. What’s the limit?
After every Long Rest, each Player can choose to equip a number of Heirlooms equal to their Presence Stat score. If you have more Heirlooms at your disposal than you can equip, you just have to choose the ones you think will benefit you most!
So, if I have a Presence Stat at 5, then I can equip 5 Heirlooms after every Long Rest?
If you have that many, yes! Though, Heirlooms are pretty rare and highly coveted, so it might take you a while to get that many.
Are there any other rules about Heirlooms that I should know?
Yes. You can wear one Heirloom on your head, one Heirloom ring on each hand (for a total of 2 rings), one Heirloom Belt, one Heirloom set of gloves, one Heirloom set of shoes, one Heirloom back item, and one Heirloom necklace. If you have more than one magical hat, for example, you cannot just stack ‘em up and benefit from them all! Besides, you’d look pretty silly and everyone would make fun of you. Heirlooms that can be worn have the part of the body they cover written (Next to the Heirloom like this).
How do I get Heirlooms, my dhood?
You can earn Heirlooms in game by looting them off of powerful foes or by undertaking grand quests. You can also start off with one or two Heirlooms by taking the Heirloom Edge (this also allows you to carry more Heirlooms than normal).
Wait, I can make my OWN Heirlooms?
If you have the Artisan Edge, then yes. Whenever you select the Artisan Edge, you choose a specialty medium that you are familiar with. This allows you to craft things relating to your medium. Tailors, Blacksmiths, Leatherworkers and Carpenters can all make Heirlooms if they have the items necessary to craft them. In order to craft Heirlooms, you must have an Advanced rating in your Crafting Medium of choice.
Dhood, some of these Heirlooms have some ZANY recipes to create. How am I supposed to get this stuff?
Yes, some of the Heirlooms below have a pretty specific item required to craft them. These special ingredients often require special side quests to attain. If you plan on crafting a particular Heirloom, let your GM know, so they can plan a fun adventure where you can quest for the item selected.
While there are countless possible magical trinkets to be looted and discovered, these are just a small sample of what’s out there. Heirlooms grant nifty little benefits and are not meant to be world ending relics. At the end of the day, this game is about mighty heroes and their valorous deeds, not the amount of rad-kool toys they have.
Mask of the Moon Bandit
This mysterious black mask seems to be made of pure shadow. When worn over your nose and mouth, this spooky Heirloom earns the User 3 Stars per 6 they roll on all Thievery Skill rolls instead of 2 Stars. This Heirloom grants no benefit unless the wearer has the Thievery Skill at a rank of at least Novice. You can craft this item if you are an Artisan (Tailor). This Heirloom only works during night time and is useless during the day.
Recipe: 2 Monster Fur, 1 black rose
Thinking Cap
A rather handsome derby hat that makes you stand out as a giant smarty pants. While wearing this stylish accessory, you gain the ability to speak, write and understand all languages. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 strand of hair from a professor’s head
Neat Freak Handkerchief
This immaculate silk Handkerchief can be used to immediately freshen up anyone it touches with just a few cursory wipes. You could wade through a sewer for three days and then dab your forehead with this miraculous item and you’d be fresh as a daisy, with not so much as a wrinkle on your clothes. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 gallon of bleach
Mourner’s Veil
This black and frilly veil allows the wearer to see and commune with ghosts. Indeed, wearing this strange item often attracts wanting spirits to you! You can craft this item if you are an Artisan (Tailor).
Recipe: 1 Monster Fur, 2 Undead Dust
Drunkard’s Flask
This rusty flask is filled with dirt when outside of a bar, but when inside the hallowed walls of a drinking establishment, it magically fills itself with cheap whiskey that never runs out. You can get eternally blasted for free with this handy Heirloom, but only as long as you’re within the walls of a bar. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 cheap bottle of Whiskey (no more than $5)
Lucky Horseshoe
A gleaming horseshoe that seems to never get dirty, anyone that has this Heirloom in their possession regains 2 points of Luck at the end of every Long Rest instead of 1. Furthermore, whenever the holder of this Heirloom spends a point of Luck, they immediately gain d3 x 5 Energy. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Four Leaf Clover
Confessor’s Manacles
This sturdy set of wrist bindings are incredibly tight and grant disadvantage to all rolls made to pick their lock. Beyond this, anyone wearing the manacles must roll a Smarts (Willpower) test at Disadvantage when they are first shackled. Failure means that they confess to all the foul deeds they’ve done in recent memory. Success indicates that they resist the compulsion to come clean. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, The diary of a reformed criminal
Decoder Rings
This set of rings only works when worn by two different people. Anything said by the wearer of one ring can only be understood by the person wearing the other ring, ensuring utmost secrecy in communications. While worn, each user can also write in a code only decipherable to whoever is wearing the other ring. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Top Secret Government Document
Looter’s Gloves
These ultra sleek black gloves aid in the art of finding goodies off fallen foes. Whenever you roll on the Loot table using these Gloves, re-roll all 1’s. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Fur, 1 fingerbone of a hanged Thief
Archer’s Quiver
This ornate and elegant quiver imbues any arrows put into it with improved penetration. Short Bow attacks made by the wearer ignore 1 Armor Ratings, and Long Bow attacks made by the wearer now ignore 2 Armor Ratings. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 1 Monster Leather, 1 Monster Feather, 1 eagle’s eye
Adventurer’s Wallet
This handsome leather wallet has the owner’s name inscribed into it, and will only open to whoever’s name is inscribed on it. Anyone else who attempts to open the wallet will find that it is clamped shut. Also, the wallet requires 3+ Stars on a Vigor roll for anyone other than the owner to lift. You can craft this item if you are an Artisan (Leatherworker)
Recipe: 2 Monster Leather, 1 newly minted Gold Coin
Snakeskin Boots
These stylish boots make the wearer immune to any and all poisons for as long as they are worn. If the wearer is poisoned, the effects are negated, and you roll a d6. On a result of a 1, the Snakeskin Boots shed their protective scales and become normal boots. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Leather, 1 Monster Venom
Endless Trunk
This sturdy wooden chest can stash up to one ton worth of material in its impressive confines. No matter what is stuffed in this miraculous item, the chest always weighs about 20 pounds. You can craft this item if you are an Artisan (Carpenter).
Recipe: 5 Monster Carapace, 1 pound of Mule fur
Creepy Ventriloquist Dummy
This creepy looking doll appears to be a normal Ventriloquist dummy upon first inspection, but is actually a rather odd method of communication that can store and repeat messages! The owner of this dummy can speak for up to one minute into its ear, storing the message inside it. Whenever anyone who is not the owner walks inside a 5-foot radius from the Dummy, the creepy little puppet’s mouth moves and the message is broadcast in the owner’s voice. This unique Heirloom is a very popular answering machine! You can craft this item if you are an Artisan (Carpenter).
Recipe: 2 Monster Carapace, 1 log of Wood
Eternal Torch
This normal looking torch radiates no heat when lit, but otherwise acts as a torch in all other regards. The owner can activate or snuff out the torch by issuing a mental command. You can craft this item if you are an Artisan (Carpenter).
Recipe: 1 Monster Carapace, 1 box of matches formerly owned by a Pyromaniac
Vampire Stake
This gruesome looking wooden stake is the bane of undead everywhere! Against most foes, this weapon has a Damage Value of 2 and no special properties. When used against any undead being, it becomes a Damage Value 5 weapon that attacks with Advantage. Furthermore, a Vampiric creature wounded by this weapon must immediately roll a Vigor (Athletics) at Disadvantage, with a failure destroying them for good! You can craft this item if you are an Artisan (Carpenter).
Recipe: 1 Monster Carapace, 1 Undead Dust, 1 splinter blessed by an exorcist
Hoarder’s Charm
This unique necklace is decorated with bluejay feathers (known for collecting shiny objects) and allows the user of this item to equip 5 Heirlooms (including this one), no matter what their Presence Stat score is.
Big Bo’s Trucker Cap
This tasteless trinket is a baseball cap with two big foam boobies on it. The wearer of this wondrous artifact gains Advantage on all rolls they make after spending a Luck Point. If they spend a point of Luck to cause the GM to re-roll a roll made against them, that roll suffers Disadvantage.
Lucky Dice
This set of red d6’s are prized by adventurers far and wide. At the end of every adventure, the owner of these dice rolls a 2d6. On a result of a 7 or 11, gain +1 Bonus experience for that adventure.
Enchanted Coffee Beans
Whoever has these magic beans in their pocket no longer needs to sleep, and gains the benefits of Short and Long Rests only after taking a quick 15 minute smoke break!










