Objects, Weapons, and Armor

Objects, such as lead pipes, walls, or cars, have three traits: Size, Durability, and Health. Mostly, these relate to how easy the object is to destroy. If a character has a particularly important object, they will receive a small card with all of it’s relevant traits on it. This includes how well it can function as a Tool for Skills and Special Training; any traits it may have through being a Weapon, Armor, or Vehicle; any traits it may have by virtue of being a Ritual or Alchemy; or any unique abilities it may possess.


How large the object is. Objects smaller than Size 1 can fit entirely in a person’s palm. Size is often incurred for specific penalties, such as to Stealth or Theft draws.

Common Sizes

1  Knife, Bird

2  Crowbar, House plant

3  Dog, Assault rifle

5  Person, Motorcycle

7  Golf Cart, Bear

10  Sports car

15  SUV

20  Tractor


How hard the object is to damage. Durability gives the object the corresponding amount of Armor, subtracting damage from successful hits as usual. A reinforced or armored object has at least +1 Durability, but sometimes more depending on the situation.

Common Durabilities

1  Wood, hard plastic, thick glass

2  Stone, aluminum

3  Steel, iron


The length of an Object’s Health track equals its Durability + Size. Each point of damage fills one box of it’s Health. Once the object has taken more damage than it has Durability, anyone using the object suffers a –1 penalty. When its Health hits 0, the object is destroyed. Objects do not differentiate between Bruising and Lethal damage, and can be repaired with a Handy draw.



Weapons have a Damage trait and can also have Qualities. Ranged weapons can also have the Range trait. By default, all weapons deal Lethal damage.

The Damage trait is added on after a successful attack, dealing extra Lethal damage as stated.

Range is two different numbers, a smaller number before a slash and a larger number after one. The first number is the weapon’s short distance, and allows a character to make attacks up to that many yards away. The second number is the maximum range of the weapon, and any attack made between the short range and the maximum range is done at a -3 penalty. Ranged attacks past the maximum range cannot be attempted.

Qualities represent any specific abilities that the weapon may have, or any modification that it might have received. There are many more qualities listed on the Crafting page.

Two-handed Quality

This weapon requires two hands. If it is used one-handed, the weapon imparts a -3 penalty to any draws made with it.


Small Melee Weapon

(Knives, Hatchets)

Damage: 0

Qualities: None


Medium Melee Weapon

(Swords, Clubs)

Damage: +1

Qualities: None


Large Melee Weapon

(Spears, Axes)

Damage: +2

Qualities: Two Handed



Damage: +1

Range: 30/60

Qualities: None



Damage: +2

Range: 200/400

Qualities: Two Handed



Damage: +3

Range: 15/30

Qualities: Two Handed



Armor has 2 different traits, Rating and Defense Modifier.

Rating: This is how much Damage an Armor stops from each attack. Rating is applied at the same time a Weapon’s Damage trait would be, and effects Lethal damage the same as Bruising damage.

Defense Modifier: This is how much the Armor changes the wearer’s defense. Usually, this is a negative number as Armor more often binds and constricts movement in exchange for reducing damage. The exception to this are Shields, which allow the user to block attacks and hide behind them.

Qualities represent any specific abilities that the armor may have, or any modification that it might have received. There are many more qualities listed on the Crafting page.


Heavy clothing

(Hunting Gear, Leather Coat)

Rating: 1

Defense: 0

Qualities: None


Archaic Armor

(Chainmail, Boiled Leather, Plate Mail)

Rating: 4

Defense: -4

Qualities: None


Body Armor

(Riot Gear, Flak Jacket)

Rating: 3

Defense: -2

Qualities: None



Rating: 0

Defense: +2

Qualities: None