Weapons are generally the first thing most people buy when buying equipment in a role-playing game, and for good reason. Without a good weapon you cannot hope to survive long as the old saying goes, “The prepared outlive the unprepared”. Therefore you want and need to pick out the best weapon for your character.
When deciding on a weapon you want to look out for these key factors; Attack, Reach, Affected Area, Evade Mod, and Cost. You will want to have a weapon with the highest attack value that you can afford to get. Last but not least, if you spend all of your money on that fancy new sword, you won’t have any money to buy armor, potions, rations for surviving on the road, and a bag for anything you might find. Without armor you are as good as dead if you get struck with a weapon, without rations you would probably starve, and without a bag to carry things in you might as well not ever leave your home.
So when deciding on a weapon, make sure it is the weapon with the best attack value that you can afford and still buy other important things, that it will last you for a good while, and that it doesn’t weigh you down.
One last thing, all weapons come with the sheath or harness they need, except ammunition. You will need to provide your own ammunition for those.
Here's some quick information on what each field is for:
- Weapon: This is where you will list what the weapon is.
- Attack: This is the damage that the weapon will cause when you attack with it.
- Parry: There is no field for Parry as most weapons do not have this. If a weapon does, simply record it in the blue space for your weapon. Parry would indicate the weapon's block value. Basically should you parry with a weapon that has a parry value, the parry value is deducted from the attack value of the attack you are parrying, reducing the attack. If the parry is greater you completely prevent the attack.
- Reach: This is how many spaces your weapon can affect. It is important to understand that a weapon with a 0 reach means it affects the space you are in and the connecting space. It is understandable that you can hit into the space next to you, and a reach of 0 simply means the weapon isn't adding to your reach. A reach of +1 however means that the weapon is increasing your reach by 1, allowing you to affect a space beyond. A space is roughly 5 feet by 5 feet.
- Range: This is used for throwing weapons and projectile weapons. These weapons don't affect your reach, but have a range of their own. A range of 5 means the weapon can travel up to 5 spaces away from you.
- Affected Area: This is the area that the weapon can affect. If the affected area is 1 target, it can affect only 1 target. If the area is 1 space however, it can affect any and all targets that would be in that 1 space, but it cannot be precise enough to only hit one target or one specific location.
- Evade Mod: This is any modification to your target's chance to evade an attack made with this weapon. If it is a negative value, your target will have less of a chance to evade an attack made with this weapon. If it is a positive value, your target will have more of a chance to evade an attack made with this weapon.
- Weight: This is how much the weapon weighs.
- Rune Stone: This is where you can equip a rune stone to your weapon.

Here is the weapons spot. It is on the front of the character sheet, beneath Level. This is where you will record your equipped weapons.
How Weapons Work
Each weapon, when equipped, has a few stat values that show how each weapon works. Those stat values are Attack, Parry, Range, and Evade Mod.
Attack
When attacking you will apply your weapon's attack value to the appropriate power trait. If this is a one handed melee weapon this is simple, it is the weapon's attack value + Offensive Power. If this is a bow and arrow set, it is two separate attack values, bow attack value + arrow attack value + Bow Power. If you are throwing the weapon it is attack value + Offensive Power. There is no different power trait for throwing weapons.
Parry
Parry can only come into play when using the Block or Parry skill.
Range
Range may be a simple number or a dice value depending on the weapon. The range itself means it affects that many spaces ahead of you. If the range is 1, you can only hit the space right in front of you. If the range is 2, then you can hit a target that has 1 space between you and the target. If there is a minimum range, that means there must be at least that many spaces between you and the target to use that weapon.
Reach
Reach is by how much the weapon extends your reach. It is assumed that you can always affect your space and the space next to you, even if you must lean forward to do so. However, unless you are a very large race that has a reach bonus, you won't affect or reach any further than that. A weapon with 0 reach does not increase your own reach, but a weapon of +1 reach increases your reach by 1, allowing you to reach further.
Affected Area
This shows the scope, or precision of your weapon. If your weapon has an Affected Area of 1, then you can hit one target or one specific location. However, if the Affected Area is 1 space, your weapon affects a larger area. It is able to and will hit any and all targets, items, creatures, that are within that one 5 foot area space. However it can never be precise enough to target only one specific creature or one specific location.
Evade Mod
Evade Mod is a modifier to the target's chance to evade you. You will have to call this out when attacking with that weapon if it has an Evade Mod. If the Evade Mod is -5 for example, it decreases the target's chance to evade your attack by 5. However if the Evade Mod is a positive number, then it will actually mean it is easier to evade you, with an Evade Mod of 2 meaning the target gets +2 to their chance to evade your attack with that weapon.
Attaching and Removing Rune Stones
You are able to attach or remove rune stones from your weapons as desired. Each weapon spot has one rune stone field, allowing you to attach one rune stone to that weapon.
Repairing Weapons
The local blacksmith will be glad to repair your character's broken weapons for 65% of the item's original cost.
Equipping Weapons
You equip your character's weapons in the Equipped Weapons spot on your character's equipment sheet. A weapon that is not equipped cannot be used. You can change equipped weapons freely while adventuring. During battle, unless you use the skill Quick Weapon Change, it will cost one action to change one equipped weapon.
