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 |
|---|---|---|---|---|---|
| Hatchet | Agility | Melee | d8 phy | One-Handed | Follow-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. |
| Shortsword | Agility | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
| Offhand Brass | Strength | 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 |
| Throwing | Finesse | Melee | d8 phy | One-Handed | Stockpiled: 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 Cloak | Presence | Melee | d4 phy | One-Handed | Padded: +2 to damage thresholds |
| Rune Shield | Knowledge | Melee | d4 mag | One-Handed | Protective: +1 to Armor Score |
| Focus Runes | Instinct | Very Close | d6 mag | One-Handed | Focused: +1 to primary weapon damage to targets within Very Close 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 | Agility | Melee | d8+2 phy | One-Handed | Follow-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. |
| Improved | Agility | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved Knuckles | Strength | 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 | Finesse | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved | Finesse | Melee | d8+2 phy | One-Handed | Stockpiled: 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 Cloak | Presence | Melee | d4+2 phy | One-Handed | Padded: +3 to damage thresholds |
| Improved Rune Shield | Knowledge | Melee | d4+2 mag | One-Handed | Protective: +2 to Armor Score |
| Improved | Instinct | Very Close | d6+2 mag | One-Handed | Focused: +1 to primary weapon damage to targets within Very Close range |
| Improved | 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 | 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 | — |
| Collapsible | Strength | Melee | d8 phy | One-Handed | Nonlethal: 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 Shield | Strength | Melee | d6+2 phy | One-Handed | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range |
| Parrying | 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. |
| Eldritch | Instinct | Melee | d8 mag | One-Handed | Deflecting: 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. |
| Segmented | Agility | Very Close | d6+4 phy | One-Handed | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range |
| Razor Wire | Finesse | Very Close | d6+3 phy | One-Handed | Entangling: 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 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 | Agility | Melee | d8+4 phy | One-Handed | Follow-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. |
| Advanced | Agility | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced Brass Knuckles | Strength | 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 | Finesse | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced | Finesse | Melee | d8+4 phy | One-Handed | Stockpiled: 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 Cloak | Presence | Melee | d4+4 phy | One-Handed | Padded: +4 to damage thresholds |
| Advanced Rune Shield | Knowledge | Melee | d4+4 mag | One-Handed | Protective: +3 to Armor Score |
| Advanced | Instinct | Very Close | d6+4 mag | One-Handed | Focused: +1 to primary weapon damage to targets within Very Close range |
| Advanced | 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 | 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. |
| Tinker's Hammer | Strength | Melee | d8+4 phy | One-Handed | Trusty: +1 to attack rolls made with your primary weapon |
| Vorpal Shard | Knowledge | Melee | d4 mag | One-Handed | Targeted: When you fail a weapon attack, you can spend a Hope to succeed on your next weapon attack. |
| Soul Chain | Presence | Very Close | d6+5 mag | One-Handed | Draining: On a successful attack, you can spend a Hope to force the target to mark a Stress. If they do, you clear a Stress. |
| Powered | Knowledge | Close | d6+4 phy | One-Handed | Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. |
| War Dart | Agility | Far | d6+5 phy | One-Handed | Versatile: This weapon can also be used with these statistics—Agility, Melee, d8+5. |
| 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 | Agility | Melee | d8+6 phy | One-Handed | Follow-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. |
| Legendary | Agility | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary Knuckles | Strength | 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 | Finesse | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary | Finesse | Melee | d8+6 phy | One-Handed | Stockpiled: 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 Cloak | Presence | Melee | d4+6 phy | One-Handed | Padded: +5 to damage thresholds |
| Legendary Rune Shield | Knowledge | Melee | d4+6 mag | One-Handed | Protective: +4 to Armor Score |
| Legendary | Instinct | Very Close | d6+6 mag | One-Handed | Focused: +1 to primary weapon damage to targets within Very Close range |
| Legendary | 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 | 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 | 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. |
| Void Needle | Finesse | Melee | d4+6 phy | One-Handed | Inverted: When you roll a weapon attack with Fear, you gain a Hope. |
| Echo Blade | Presence | Melee | d4+6 mag | One-Handed | Doubled Up: When you succeed on an attack with your primary weapon, you can deal damage to another target within Melee range. |
| Möbius Orb | Knowledge | Melee | d8+6 mag | One-Handed | Recursive: 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 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. |
| Blackblood | Instinct | Close | d6+8 mag | One-Handed | Poisonous: When a target marks any number of Hit Points from an attack you rolled with Fear, they mark an equal number of Stress. |