A young male traveller considers a sword and shield at an older armourer’s bench, with rope and tools ready for the road.
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Steel remembers the hand that carries it. Armour remembers the blow.

Adventurers are shaped by what they carry. A sword changes how a warrior threatens space. A shield changes what an enemy can reach. Armour changes whether a clean hit becomes a wound. A tool kit changes what a clever character can attempt when the door is sealed, the bridge is broken, or the poison is already spreading.

Narateer treats equipment as practical, story-facing rules. Equipment should matter at the moment it changes the fiction. It should not slow play into accounting unless the burden, risk, or tactical choice is meaningful.

Gear is not a shopping list. It is a promise about what your character is ready to do.

What Is Equipment?

Equipment includes the weapons, armour, shields, tools, kits, supplies, and carried objects a character uses during play.

Equipment may define:

  • Bulk, showing how difficult it is to carry, wear, wield, or transport.
  • Cost, showing its relative purchase value.
  • Weapon Damage, for attacks.
  • Damage Vital Cap, limiting how much Vital force can be applied through a weapon.
  • Physical Harm Type, such as Slashing, Piercing, or Impact.
  • Base Attack Cost, the minimum AD committed to make an attack or exchange with the weapon before Boost.
  • Reach Rating, showing how many Spaces away a melee weapon can reach in Tactical Mode and its relative reach in other Scene Modes.
  • Range, showing a ranged weapon's Effective Range and Maximum Range in metres.
  • Soak, reducing Wound Margin after a hit.
  • Traits, giving special rules or fictional permissions.

Equipment Values

Value Meaning
Bulk How difficult the item is to carry, wear, wield, or transport.
Cost The item's approximate price in standard trade units.
Weapon Damage The weapon's base contribution to Strike Rating.
Damage Vital Cap The maximum value of the active Damage Vital that can be applied through the weapon.
Physical Harm Type The formal Physical Type caused by the weapon or chosen attack.
Base Attack Cost The minimum AD committed to make an attack or exchange with the weapon before Boost. Standard weapons cost 1 AD; heavy weapons cost 2 AD.
Reach Rating A melee weapon's relative reach. In Tactical Mode, the rating is the greatest number of Spaces away it can target. See Distance & Range.
Range A ranged weapon's Effective Range / Maximum Range in metres. See Distance & Range.
Soak Passive damage reduction, usually from body armour.
Traits Special rules, qualities, or fictional permissions.

Not every item uses every value.

A sword uses Weapon Damage. Armour uses Soak. A shield mainly uses Bulk, traits, fictional positioning, and cover. A rope mostly uses Bulk and fictional permission.

Bulk And Equipment

Equipment Bulk follows the rules in Bulk and Encumbrance.

Bulk covers how difficult an item is to carry, wear, wield, pack, drag, or transport. Heavy armour, large shields, packed gear, and awkward weapons do not need a separate speed value. Their burden is handled through Bulk and the character's encumbrance state.

Physical Harm Types

Physical weapons usually deal one or more of the Physical Types defined under Harm Domains And Types.

Physical Harm Type Meaning
Slashing Cuts and tears from blades, edges, claws, and similar force.
Piercing Punctures and penetration from points, arrows, bolts, spikes, and similar force.
Impact Blunt blows, crushing, falls, collisions, pressure, and shockwaves.

Many weapons can deal more than one Physical Harm Type. A sword may cut or thrust. A dagger may slash or stab. A halberd may cut with the blade, thrust with the point, or strike with force depending on its form.

Choose the active Physical Harm Type when declaring the attack. The table's Physical Harm Type heading establishes the Domain, so its entries use the short Type names; elsewhere, use the complete form, such as Physical (Slashing).

Weapons

Weapons are not only damage. They are reach, threat, leverage, timing, and fear.

A weapon defines how a character turns a successful attack into harm.

When a combatant wins an exchange and can deal damage, calculate Strike Rating:

Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)

Then calculate Wound Margin:

Wound Margin = Hit Margin + Strike Rating - Protection Rating

Weapon Damage represents the weapon's inherent lethality.

The active Damage Vital represents the character's force, precision, control, or tactical application.

The Damage Vital Cap limits how much of that Vital can be applied through that weapon.

Weapon Damage Scale

Weapon Scale Weapon Damage Examples
Unarmed or harmless improvised strike 0 fist, shove, weak improvised blow
Small lethal weapon 1 dagger, light hammer, sling, throwing dart
Standard sidearm 2 arming sword, spear, mace, handaxe
Military weapon 3 longsword, battleaxe, falchion, warhammer
Heavy weapon 4 greatsword, halberd, heavy crossbow, maul

Damage Vital Cap

A weapon's Damage Vital Cap limits the Vital value used in Strike Rating.

Applied Damage Vital = min(active Damage Vital, Damage Vital Cap)

Weapon Type Typical Damage Vital Cap
Unarmed or tiny improvised weapon 1
Dagger or light weapon 2
Standard one-handed weapon 3
Military one-handed or versatile weapon 4
Heavy two-handed weapon 5-6
Siege, mounted, monstrous, or special weapon Special

Active Damage Vital

The active Damage Vital is the Vital used to calculate Strike Rating.

Vital Use
Strength Heavy blows, forceful strikes, crushing impact, large weapons.
Agility Precision, speed, finesse, light weapons, accurate placement.
Cognition Tactical, ranged, siege, calculated, or technical attacks when the fiction supports it.

Most melee weapons use Strength or Agility. Heavy melee weapons usually favour Strength. Light weapons often allow Agility.

Shields

Armour takes the blow. A shield denies the blow a path.

Shields do not add to Strike Rating or Soak by default.

Shields matter through:

  • fictional positioning;
  • cover;
  • reach and engagement;
  • class powers;
  • traits;
  • Guide rulings when the shield clearly changes what is possible.

Shields do not provide passive Soak by default because the attacker is usually trying to get around the shield and hit the person. Once a clean hit lands, armour and other protection decide how much harm gets through.

Shield Bulk Cost Traits / Notes
No Shield 0 0 -
Buckler 1 10 Small defensive shield; useful for parrying, close control, and tight spaces.
Targe 1 25 Compact shield; may support anti-ranged or cultural traits.
Rondache 1 30 Round shield; may support parry or close-defence traits.
Kite Shield 1 70 Broad battlefield shield.
Heater Shield 1 75 Standard serious shield.
Pavise 2 100 Can be set as cover if the fiction allows.

If a shield is on the character's back, hanging from a pack, dropped, or not positioned usefully, it does not help until brought back into the fiction.

Armour

Armour does not stop the enemy from touching you. It decides how much the touch matters.

Armour provides Soak.

Soak contributes to Protection Rating after an exchange is won against the wearer.

Protection Rating = armour Soak + other explicit modifiers, if any

Wound Margin = Hit Margin + Strike Rating - Protection Rating

Armour does not make the character harder to hit by default. Instead, it makes successful hits less damaging.

Armour Type Soak Bulk Cost Notes
No armour 0 0 0 Clothing only.
Gambeson / padded armour 1 1 30 Light protection.
Leather / hide armour 1 1 40 Light protection.
Studded leather / reinforced leather 2 1 50 Light armour with reinforcement.
Jack of plates 2 2 60 Light-to-medium layered protection.
Mail hauberk 3 2 180 Strong protection, especially against cutting.
Scale armour 3 2 140 Overlapping protection, strong against many weapon strikes.
Lamellar armour 3 2 130 Structured medium armour.
Brigandine 3 2 160 Concealed or riveted plate protection.
Splint armour 4 3 190 Heavy reinforced armour.
Plate cuirass 4 3 200 Heavy torso protection.
Full plate 5 3 800 Complete battlefield harness.

Only body armour provides default passive Soak.

Helms

Helms are not currently tracked as separate equipment.

For now, assume an armour set includes appropriate head protection for that armour type.

Development Note: Separate helm rules are unresolved. Helms may later become distinct equipment if the system gains called shots, location-based injuries, critical injury tables, or another clean reason to track head protection separately.

Armour Traits

Some armour has a trait that describes a special quality.

Trait Effect
Mail May reduce Physical (Slashing) harm by 1 if the rule is active.
Padded May reduce Physical (Impact) harm by 1 if the rule is active.
Plated May reduce Physical (Piercing) or Physical (Slashing) harm by 1 if the rule is active.
Complete Harness May protect against severe injury when advanced armour rules are active.

These traits are inactive until the Guide or a rules module uses them.

Weapon Table

Weapon Weapon Damage Damage Vital Cap Physical Harm Type Base Attack Cost Hands Reach Rating Range (Effective / Maximum, m) Bulk Cost Traits / Notes
Unarmed Strike 0 1 Impact 1 1 1 - 0 0 -
Dagger 1 2 Slashing / Piercing 1 1 1 10 / 20 0 5 Concealable
Throwing Dart 1 2 Piercing 1 1 - 10 / 20 0 5 Concealable
Throwing Knife 1 2 Slashing / Piercing 1 1 - 10 / 20 0 5 Concealable
Sling 1 2 Impact 1 1 - 30 / 60 0 2 Loading
Club 1 2 Impact 1 1 1 - 1 1 -
Light Hammer 1 2 Impact 1 1 1 10 / 20 1 6 -
Bow 2 3 Piercing 1 2 - 60 / 120 1 50 Loading
Warbow 4 4 Piercing 1 2 - 120 / 240 2 160 Loading, Strength-gated
Hand Crossbow 1 2 Piercing 1 1 - 30 / 60 1 120 Loading
Arming Sword 2 3 Slashing / Piercing 1 1 1 - 1 100 -
Handaxe 2 3 Slashing 1 1 1 16 / 30 1 10 -
Battleaxe 3 4 Slashing 1 1 1 - 1 40 -
Dane Axe 4 5 Slashing 2 2 2 - 2 60 Heavy weapon, Strength-gated
Javelin 2 3 Piercing 1 1 1 30 / 50 1 8 -
Mace 2 3 Impact 1 1 1 - 1 15 -
Morningstar 2 3 Piercing / Impact 1 1 1 - 1 20 Armour-piercing
Rapier 2 3 Piercing / Slashing 1 1 1 - 1 130 Defensive
Spear 2 3 Piercing 1 Versatile 2 20 / 40 1 10 Set against charge
Trident 2 3 Piercing 1 Versatile 1 16 / 30 1 30 Set against charge
Quarterstaff 1 3 Impact 1 Versatile 2 - 1 5 Defensive
Falchion 3 4 Slashing 1 1 1 - 1 80 -
Longsword 3 4 Slashing / Piercing 1 Versatile 1 - 1 120 -
Messer 3 4 Slashing / Piercing 1 1 1 - 1 80 -
Scimitar 3 4 Slashing 1 1 1 - 1 110 -
War Pick 3 4 Piercing 1 1 1 - 1 25 Armour-piercing
Warhammer 3 4 Impact / Piercing 1 Versatile 1 - 1 25 Armour-piercing
Flail 3 4 Impact 1 1 1 - 1 30 Shield-bypass
Light Crossbow 2 3 Piercing 1 2 - 80 / 160 2 140 Loading
Heavy Crossbow 4 4 Piercing 1 2 - 100 / 240 2 180 Loading
Bardiche 4 5 Slashing / Piercing 2 2 2 - 2 50 Heavy weapon, Strength-gated, Set against charge
Billhook 3 4 Slashing / Piercing 1 2 2 - 2 40 Shield-bypass
Glaive 3 5 Slashing / Piercing 1 2 2 - 2 50 -
Greatsword 4 6 Slashing / Piercing 2 2 2 - 2 150 Defensive, Heavy weapon, Strength-gated
Halberd 4 6 Slashing / Piercing / Impact 2 2 2 - 2 60 Defensive, Heavy weapon, Strength-gated, Set against charge, Armour-piercing
Lance 3 special Piercing 1 Special 3 - 2 50 Mounted charge, Strength-gated
Maul 4 6 Impact 2 2 1 - 2 60 Heavy weapon, Strength-gated
Partisan 3 4 Piercing / Slashing 1 2 2 - 2 50 Defensive, Set against charge
Pike 2 4 Piercing 2 2 3 - 3 25 Defensive, Heavy weapon, Strength-gated, Set against charge

Armour Table

Armour Soak Bulk Cost Traits / Notes
No Armour 0 0 0 -
Gambeson 1 1 30 Impact-resistant
Leather 1 1 40 -
Studded Leather 2 1 50 -
Jack of Plates 2 2 60 Piercing-resistant
Mail Hauberk 3 2 180 Slashing-resistant
Scale Armour 3 2 140 Piercing-resistant
Lamellar Armour 3 2 130 Slashing-resistant
Brigandine 3 2 160 Impact-resistant
Splint Armour 4 3 190 Slashing-resistant
Plate Cuirass 4 3 200 Piercing-resistant
Full Plate 5 3 800 Full harness

Shield Table

Shield Bulk Cost Traits / Notes
No Shield 0 0 -
Buckler 1 10 Small shield, parrying, close control
Targe 1 25 Compact shield
Rondache 1 30 Round shield
Kite Shield 1 70 Broad battlefield shield
Heater Shield 1 75 Standard serious shield
Pavise 2 100 Set cover

Equipment And Combat Exchanges

When an exchange is won, equipment enters damage through Strike Rating and Protection Rating:

Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap)

Protection Rating = armour Soak + other explicit modifiers, if any

Armour Soak is the default passive protection value.

Shields and defensive weapons may still matter through fiction, reach, cover, traits, positioning, and class powers. They do not add a default extra defence pool to Combat Exchange.

Equipment Traits

Traits are short rules or permissions that make equipment distinctive.

Trait Meaning
Light Weapon Easy to draw, conceal, or use with quick movement.
Versatile Can be used in one or two hands.
Set Against Charge May gain benefit against charging enemies when prepared.
Mounted Charge Gains benefit while mounted and charging.
Armour-Piercing May gain benefit against armoured targets when rules apply.
Shield-Bypass May ignore or reduce shield-based cover or positioning when rules apply.
Cover Can be positioned to block lines of attack.
Defensive Useful for parrying, controlling lines, threatening approach, or supporting class powers.
Loading Must be loaded before it can be fired or used for Ranged Clash. Firing leaves it unloaded whether the combatant wins or loses the exchange.

Traits can be descriptive until the Guide or another rule uses them.

Loading Weapons

A weapon with the Loading trait must be loaded before it can be fired. Unless a weapon or special rule says otherwise, loading it is a Minor Action costing 1 AD. Loading requires no Skill Check and does not count as a proactive Ranged use.

A loaded weapon remains loaded until it is fired, unloaded deliberately, or the fiction makes that state impossible. After it is fired, it becomes unloaded whether the attack wins, loses, is stopped by Full Guard, or ends in a tie.

A combatant may use a Loading weapon for Ranged Clash only if it is already loaded when the Ranged Exchange is declared.

Example: Armour In A Combat Exchange

Brom carries an arming sword, a heater shield, and wears mail.

If Brom is hit, his mail contributes Protection Rating through Soak 3.

The heater shield may still shape the fiction, justify cover, or interact with traits and class powers, but it is not part of a default extra defence formula.

Example: Full Plate Against A Weak Strike

A low-level attacker hits a knight in Full Plate.

The attacker has:

  • Hit Margin 1.
  • Active Damage Vital 2.
  • Weapon Damage 2.
  • Damage Vital Cap 3.

Strike Rating:

2 + min(2, 3) = 4

Wound Margin:

Hit Margin 1 + Strike Rating 4 - Full Plate Soak 5 = 0

The attack lands, but it does not meaningfully wound the knight.

Example: Dagger In Strong Hands

A very strong character attacks with a dagger.

The attacker has:

  • Strength 6.
  • Dagger Weapon Damage 1.
  • Dagger Damage Vital Cap 2.

Strike Rating:

1 + min(6, 2) = 3

The character's strength matters, but the dagger cannot carry all of it. A small weapon remains dangerous, not absurd.

Tips

Players

Choose equipment that matches how you fight. Armour makes you harder to wound. A heavy weapon lets you apply more force. A light weapon gives flexibility, speed, and concealability. A shield shapes positioning, cover, and defensive fiction. Carrying everything makes you ready for anything until Bulk makes you slow.

Narateer Guides

Use equipment to support clear fictional choices. Do not punish players with hidden gear math. Tell them when their shield changes position or cover, when their armour absorbs the blow, and when a weapon's reach, weight, or form changes the scene.

Keep traits simple until they matter.

Summary

  • Equipment includes weapons, armour, shields, tools, supplies, and carried objects.
  • Equipment Bulk follows the Bulk and Encumbrance rules.
  • Weapons provide Weapon Damage.
  • Armour provides passive Soak.
  • Shields matter through positioning, cover, traits, class powers, and fiction.
  • Helms are included in armour sets for now and have no separate mechanics.
  • Strike Rating = Weapon Damage + min(active Damage Vital, Damage Vital Cap).
  • Wound Margin = Hit Margin + Strike Rating - Protection Rating.
  • Damage Vital Cap limits how much Vital can be applied through a weapon.
  • Traits make equipment distinct but can remain descriptive until used by the Guide or another rule.
  • Loading a Loading weapon is normally a 1 AD Minor Action. It must already be loaded to be used for Ranged Clash.
  • Bulk measures how difficult equipment is to carry, wear, wield, or transport.