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)

NAMETRAITRANGEDAMAGEBURDENFEATURE
HatchetAgilityMeleed8 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
ShortswordAgilityMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Offhand BrassStrengthMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Round ShieldStrengthMeleed4 phyOne-HandedProtective: +1 to Armor Score
Tower ShieldStrengthMeleed6 phyOne-HandedBarrier: +2 to Armor Score; -1 to Evasion
Small DaggerFinesseMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
ThrowingFinesseMeleed8 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.
Fighting CloakPresenceMeleed4 phyOne-HandedPadded: +2 to damage thresholds
Rune ShieldKnowledgeMeleed4 magOne-HandedProtective: +1 to Armor Score
Focus RunesInstinctVery Closed6 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
WhipPresenceVery Closed6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
GrapplerFinesseClosed6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Hand CrossbowFinesseFard6+1 phyOne-Handed—

TIER 2 (LEVELS 2–4)

NAMETRAITRANGEDAMAGEBURDENFEATURE
ImprovedAgilityMeleed8+2 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
ImprovedAgilityMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved KnucklesStrengthMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Round ShieldStrengthMeleed4+2 phyOne-HandedProtective: +2 to Armor Score
Improved Tower ShieldStrengthMeleed6+2 phyOne-HandedBarrier: +3 to Armor Score; -1 to Evasion
ImprovedFinesseMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
ImprovedFinesseMeleed8+2 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.
Improved Fighting CloakPresenceMeleed4+2 phyOne-HandedPadded: +3 to damage thresholds
Improved Rune ShieldKnowledgeMeleed4+2 magOne-HandedProtective: +2 to Armor Score
ImprovedInstinctVery Closed6+2 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
ImprovedPresenceVery Closed6+2 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
ImprovedFinesseClosed6+2 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Improved Hand CrossbowFinesseFard6+3 phyOne-Handed—
CollapsibleStrengthMeleed8 phyOne-HandedNonlethal: When a target would mark any number of Hit Points from an attack with this weapon, they mark an equal number of Stress instead.
Spiked ShieldStrengthMeleed6+2 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
ParryingFinesseMeleed6+2 phyOne-HandedParry: 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.
EldritchInstinctMeleed8 magOne-HandedDeflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.
SegmentedAgilityVery Closed6+4 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Razor WireFinesseVery Closed6+3 phyOne-HandedEntangling: On a successful attack with your primary weapon against a target within Very Close range, you can spend a Hope to make the target temporarily Vulnerable .
Returning AxeAgilityClosed6+4 phyOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

TIER 3 (LEVELS 5–7)

NAMETRAITRANGEDAMAGEBURDENFEATURE
AdvancedAgilityMeleed8+4 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
AdvancedAgilityMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Brass KnucklesStrengthMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Round ShieldStrengthMeleed4+4 phyOne-HandedProtective: +3 to Armor Score
Advanced Tower ShieldStrengthMeleed6+4 phyOne-HandedBarrier: +4 to Armor Score; -1 to Evasion
AdvancedFinesseMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
AdvancedFinesseMeleed8+4 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.
Advanced Fighting CloakPresenceMeleed4+4 phyOne-HandedPadded: +4 to damage thresholds
Advanced Rune ShieldKnowledgeMeleed4+4 magOne-HandedProtective: +3 to Armor Score
AdvancedInstinctVery Closed6+4 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
AdvancedPresenceVery Closed6+4 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
AdvancedFinesseClosed6+4 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Advanced Hand CrossbowFinesseFard6+5 phyOne-Handed—
BucklerAgilityMeleed4+4 phyOne-HandedDeflecting: 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.
Tinker's HammerStrengthMeleed8+4 phyOne-HandedTrusty: +1 to attack rolls made with your primary weapon
Vorpal ShardKnowledgeMeleed4 magOne-HandedTargeted: When you fail a weapon attack, you can spend a Hope to succeed on your next weapon attack.
Soul ChainPresenceVery Closed6+5 magOne-HandedDraining: On a successful attack, you can spend a Hope to force the target to mark a Stress. If they do, you clear a Stress.
PoweredKnowledgeClosed6+4 phyOne-HandedCharged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
War DartAgilityFard6+5 phyOne-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d8+5.
Hand SlingFinesseVery Fard6+4 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

TIER 4 (LEVELS 8–10)

NAMETRAITRANGEDAMAGEBURDENFEATURE
LegendaryAgilityMeleed8+6 phyOne-HandedFollow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.
LegendaryAgilityMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary KnucklesStrengthMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Round ShieldStrengthMeleed4+6 phyOne-HandedProtective: +4 to Armor Score
Legendary Tower ShieldStrengthMeleed6+6 phyOne-HandedBarrier: +5 to Armor Score; -1 to Evasion.
LegendaryFinesseMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
LegendaryFinesseMeleed8+6 phyOne-HandedStockpiled: You can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.
Legendary Fighting CloakPresenceMeleed4+6 phyOne-HandedPadded: +5 to damage thresholds
Legendary Rune ShieldKnowledgeMeleed4+6 magOne-HandedProtective: +4 to Armor Score
LegendaryInstinctVery Closed6+6 magOne-HandedFocused: +1 to primary weapon damage to targets within Very Close range
LegendaryPresenceVery Closed6+6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
LegendaryFinesseClosed6+6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Legendary Hand CrossbowFinesseFard6+7 phyOne-Handed—
BraveshieldAgilityMeleed4+6 phyOne-HandedSheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
KnuckleStrengthMeleed6+8 phyOne-HandedDoubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Void NeedleFinesseMeleed4+6 phyOne-HandedInverted: When you roll a weapon attack with Fear, you gain a Hope.
Echo BladePresenceMeleed4+6 magOne-HandedDoubled Up: When you succeed on an attack with your primary weapon, you can deal damage to another target within Melee range.
Möbius OrbKnowledgeMeleed8+6 magOne-HandedRecursive: When you roll the maximum value on a damage die, roll an additional damage die and add the result to the total damage. This feature can trigger repeatedly.
Primer ShardInstinctVery Closed4 phyOne-HandedLocked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
BlackbloodInstinctClosed6+8 magOne-HandedPoisonous: When a target marks any number of Hit Points from an attack you rolled with Fear, they mark an equal number of Stress.