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- Knife (1) – Can be substituted for daggers, razors, and other small blades.
- Cosmetic Wound – Grace Resistance, D25 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D23 + Legerity
- Major Wound – Stamina Resistance, D20 + Sinew
- Grievous Wound – Stamina or Grace Resistance, D10 + Sinew
- Fatal Wound – Stamina or Grace Resistance, D5+Legerity
- Shortsword (2) – Can be substituted for machetes, gladius, and other blades of medium length
- Slashing, Piercing
- Cosmetic Wound – Grace Resistance, D15 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D20 + Legerity
- Major Wound – Grace or Stamina Resistance, D20 + Legerity or Sinew
- Grievous Wound – Grace or Stamina Resistance, D15 + Sinew
- Fatal Wound – Grace or Stamina Resistance, D8 + Sinew
- Longsword (3) - Can be substituted for other long blades
- Slashing, Piercing
- Cosmetic Wound – Grace or Dexterity Resistance, D10 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D20 + Legerity or Sinew
- Major Wound – Grace or Dexterity Resistance, D15 + Legerity or Sinew
- Grievous Wound – Grace or Stamina Resistance, D15 + Sinew
- Fatal Wound – Grace or Stamina Resistance, D10 + Sinew
- Rapier (3) – Can be substituted for other duelling swords
- Piercing
- Cosmetic Wound – Dexterity Resistance, D25 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D30 + Legerity
- Major Wound – Grace or Dexterity Resistance, D12 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D6 + Legerity
- Fatal Wound – Grace or Dexterity Resistance, D3 + Legerity
- Disarm – Dexterity Resistance, D10 + Legerity
- Battle Axe (2) – Can be substituted for other one-handed heavy blades
- Slashing
- Cosmetic Wound – Grace or Dexterity Resistance, D10 + Legerity
- Minor Wound – Grace or Stamina Resistance, D25 + Sinew
- Major Wound – Grace or Stamina Resistance, D20 + Sinew
- Grievous Wound – Grace or Stamina Resistance, D16 + Sinew
- Fatal Wound – Grace Resistance, D10 + Sinew
- Greataxe (4) – Can be substituted for other long, heavy blades
- Slashing
- Cosmetic Wound – Grace Resistance, D5 + Sinew
- Minor Wound – Grace or Stamina Resistance, D20 + Sinew
- Major Wound – Grace or Stamina Resistance, D16 + Sinew
- Grievous Wound – Grace Resistance, D13 + Sinew
- Fatal Wound – Grace Resistance, D8 + Sinew
- Truncheon (1) – Can be substituted for crowbars, bats, and other bludgeons
- Bludgeoning
- Cosmetic Wound – Grace or Stamina Resistance, D14 + Sinew
- Minor Wound – Grace or Dexterity Resistance, D19 + Sinew
- Major Wound – Dexterity or Stamina Resistance, D16 + Sinew
- Grievous Wound – Stamina Resistance, D13 + Sinew
- Fatal Wound – Stamina Resistance, D8 + Sinew
- Warhammer (2) - Can be substituted for other weighted bludgeons
- Bludgeoning
- Cosmetic Wound – Grace or Stamina Resistance, D12 + Sinew
- Minor Wound – Grace or Dexterity Resistance, D18 + Sinew
- Major Wound – Grace or Stamina Resistance, D16 + Sinew
- Grievous Wound – Stamina Resistance, D14 + Sinew
- Fatal Wound – Stamina Resistance, D10 + Sinew
- Spear (2)
- Piercing
- Range: 30 feet
- Cosmetic Wound – Grace or Dexterity Resistance, D13 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D25 + Legerity
- Major Wound – Grace or Dexterity Resistance, D20 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D12 + Legerity or Sinew
- Fatal Wound – Grace Resistance, D8 + Sinew
- Ballistic Handgun (5) – Can be substituted for revolvers and pistols
- Ballistic
- Range: 60 Feet
- Cosmetic Wound – Grace Resistance, D6 + Legerity
- Minor Wound – Grace Resistance, D12 + Legerity
- Major Wound – Grace or Stamina Resistance, D16 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D20 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Shotgun (7)
- Ballistic
- Range: 30 Feet
- Special: Can target up to three creatures in range, increasing the difficulty of the attack check by 5 for each additional target.
- Cosmetic Wound – Grace or Stamina Resistance, D14 + Legerity
- Minor Wound – Grace or Stamina Resistance, D20 + Legerity
- Major Wound – Grace Resistance, D18 + Legerity
- Grievous Wound – Grace Resistance, D16 + Legerity
- Fatal Wound – Grace Resistance, D13 + Legerity
- Submachine Gun (8) – Can be substituted for any automatic small arms
- Ballistic
- Range: 60 Feet
- Cosmetic Wound – Grace Resistance, D10 + Legerity
- Minor Wound – Grace Resistance, D13 + Legerity
- Major Wound – Grace or Stamina Resistance, D20 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D24 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Assault Rifle (10) – Can be substituted for any fully automatic rifle
- Ballistic
- Range: 80 Feet
- Cosmetic Wound – Grace Resistance, D12 + Legerity
- Minor Wound – Grace Resistance, D14 + Legerity
- Major Wound – Grace or Stamina Resistance, D24 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D22 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- SWAT Rifle (12) – Can be substituted for semi-automatic rifles
- Ballistic
- Range: 90 Feet
- Cosmetic Wound – Grace Resistance, D16 + Legerity
- Minor Wound – Grace or Stamina Resistance, D20 + Legerity
- Major Wound – Grace or Stamina Resistance, D18 + Legerity
- Grievous Wound – Grace or Stamina Resistance, D16 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D12 + Legerity
- Sniper Rifle (15)
- Ballistic
- Range: 200 Feet
- Cosmetic Wound – Grace Resistance, D20 + Legerity
- Minor Wound – Grace Resistance, D25 + Legerity
- Major Wound – Grace or Stamina Resistance, D23 + Legerity
- Grievous Wound – Stamina Resistance, D22 + Legerity
- Fatal Wound – Stamina Resistance, D15 + Legerity
- Laser Blade (7)
- Burning, Piercing
- Cosmetic Wound – Grace Resistance, D18 + Legerity
- Minor Wound – Grace Resistance, D22 + Legerity
- Major Wound – Grace or Dexterity Resistance, D18 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D15 + Legerity
- Fatal Wound – Grace Resistance, D12 + Legerity
- Sunder – Grace or Dexterity Resistance, D20 + Legerity
- Chainblade (8)
- Slashing, Tearing
- Cosmetic Wound – Dexterity Resistance, D17 + Legerity or Sinew
- Minor Wound – Grace or Dexterity Resistance, D25 + Legerity or Sinew
- Major Wound – Grace or Dexterity Resistance, D21 + Legerity or Sinew
- Grievous Wound – Grace or Dexterity Resistance, D16 + Legerity or Sinew
- Fatal Wound – Grace or Stamina Resistance, D15 + Legerity
- Sunder – Dexterity Resistance, D25 + Sinew
- Hardlight Pilum (7)
- Piercing, Energy
- Range: 50 Feet
- Cosmetic Wound – Grace or Dexterity Resistance, D15 + Legerity
- Minor Wound – Grace or Dexterity Resistance, D23 + Legerity
- Major Wound – Grace or Dexterity Resistance, D19 + Legerity
- Grievous Wound – Grace or Dexterity Resistance, D13 + Legerity
- Fatal Wound – Grace or Dexterity Resistance, D10 + Legerity
- Laser Pistol (10)
- Energy
- Range: 100 Feet
- Cosmetic Wound – Grace Resistance, D12 + Legerity
- Minor Wound – Grace Resistance, D22 + Legerity
- Major Wound – Grace Resistance, D18 + Legerity
- Grievous Wound – Grace Resistance, D14 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D8 + Legerity
- Laser Rifle (13)
- Energy
- Range: 160 Feet
- Cosmetic Wound – Grace Resistance, D18 + Legerity
- Minor Wound – Grace Resistance, D28 + Legerity
- Major Wound – Grace Resistance, D22 + Legerity
- Grievous Wound – Grace Resistance, D16 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D10 + Legerity
- Laser Repeater (15)
- Energy
- Range: 140 Feet
- Cosmetic Wound – Grace Resistance, D20 + Legerity
- Minor Wound – Grace Resistance, D28 + Legerity
- Major Wound – Grace Resistance, D24 + Legerity
- Grievous Wound – Grace Resistance, D20 + Legerity
- Fatal Wound – Grace or Stamina Resistance, D13 + Legerity
- Leather Armour (2)
- Reduces the Difficulty of Resistance checks against physical damage by 3.
- Chainmail Armour (3)
- Reduces the Difficulty of Resistance checks against slashing damage by 4, and against all other physical damage by 2.
- Plate Armour (3)
- Reduces the Difficulty of Resistance checks against slashing and bludgeoning damage by 6.
- Reduces your Legerity by 2.
- Bulletproof Vest (5)
- Reduces the Difficulty of Resistance checks against piercing and ballistic damage by 6, and against all other physical damage by 2.
- Duraleather Armour (7)
- Reduces the Difficulty of Resistance checks against physical damage by 7.
- Ceramic Carapace (8)
- Reduces the Difficulty of Resistance checks against slashing, bludgeoning, piercing, and ballistic damage by 6, and against all other physical damage by 3.
- Reduces your Legerity by 1.
- Lightweight Ceramic Carapace (10)
- Reduces the Difficulty of Resistance checks against slashing, bludgeoning, piercing, and ballistic damage by 6, and against all other physical damage by 2.
- Personal Force Field Generator (25)
- Reduces the Difficulty of Resistance checks against physical damage by 15.
- Buckler (1)
- Reduces the Difficulty of Dexterity Resistance checks by 3.
- Kite Shield (2)
- Reduces the Difficulty of all Legerity Resistance checks by 3
- Tower Shield (5)
- Reduces the Difficulty of Dexterity Resistance checks by 5 and reduces the Difficulty of Resistance checks made against ranged attacks by 7. Only one of these reductions can be applied to the same check. While stationary, this shield provides cover to anyone behind it.
- Craft Kit, Basic (2)
- Grants a +3 bonus to Thresholds of checks for a chosen Craft skill. Some Craft skills cannot be used without the relevant equipment.
- Craft Kit, Advanced (4)
- Grants +5 bonus to Thresholds of checks for a chosen Craft skill. Some Craft skills cannot be used without the relevant equipment.
- Portable Chronometer (3)
- Reliably detects and tells the precise year, as well as the local time of day. There is a 1 in 100 chance whenever it travels through time that it will malfunction and read the wrong year.
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