Equipment Guide

The Equipment Guide

Weapons

Endeavour is no place to be unarmed. With an alien environment like that on Endeavour, danger is right around every corner, behind every tree, or in every cave. Every player of Endeavour has to be prepared. This guide is here to explain all the traits of the weapons available for use on Endeavour, as well as detailing which Skills can use which weapons.

Base Traits

These are the traits that define what kind of weapon the item is. These are very generic traits typically there to help categorize items for both the players and the game master.
  • Axes: Axes require the one-handed or two-handed axe skill to use in melee. You may also use the improv. sharp skill at a -7. These weapons usually deal Slashing damage.
  • Bows: Require the bow skill to operate. If using whilst riding a mount one may use the mounted archery skill. If one chooses not to, they then take a -21 to the bow skill to fire. These weapons usually deal Piercing damage.
  • Brawling: Requires the Boxing skill to operate. These weapons usually deal Crushing damage.
  • Chains: Requires the Chain Bludgeoning Skill to operate. May also use the Crushing improvised skill at a -13. These weapons usually deal Crushing damage.
  • Crossbows: Crossbows use the crossbow skill to operate. Crossbows can be operated while mounted with either the mounted archery or crossbow skill when being fired. Reloading while mounted requires a mounted archery check with a basic success or a crossbow check with a challenging success. These weapons usually deal Piercing damage.
  • Crushing: Crushing weapons require one-handed or two-handed crushing based on their heft. One may use improvised crushing at a -4 to operate a crushing weapon instead. These weapons usually deal Crushing damage.
  • Firearms: Based on Heft each firearm uses a different skill. Light and one handed firearms use the handguns skill. Versatile weapons use the submachinegun skill. Two-handed use the Rifles skill. And Heavy use the heavy firearms skill. You may use any firearms skill to operate a different category of firearm. This is done with a -21 to that skill.
  • Martial Arts: Martial arts weapons can be used by a character using their martial arts skill rather than the standard skill of that weapon.
  • Natural: Natural weapons are innate attacks made by a creature using their own body parts, like claws, talons, or horns, without the need for a weapon and generally require one of the skills under Improvised Melee. When fighting with multiple weapons, if the weapon has the natural trait, reduce the penalty by 10.
  • Slings: Require the sling skill to operate. These weapons usually deal Crushing damage.
  • Polearms: Require one-handed or two-handed polearms to operate as a melee weapon in battle. Piercing Improvised skill also can be used at a -4 penalty to the skill. These weapons usually deal Piercing damage.
  • Ensiform: Any weapon with a long bladed surface attached to hilt with a pointed tip. These weapons are usually operated using the one-handed or two-handed swords skill or the sharp improvised skill at a -7. These weapons usually deal Slashing damage.
  • Thrown: Thrown weapons have a base range equal to 2m + STR in meters. Some traits such as aerodynamic alter this range. Thrown weapons use one of the relevant throwing weapon skills. Improvised throwing can be substituted for any throwing skill on a thrown weapon for a -7 skill penalty. These weapons usually deal Crushing damage or Piercing damage.

Heft Traits

Heft traits determine how wieldy the weapon is. Indicating whether it requires one or two hands as well as the rough size of the item.
  • Light: Light weapons are easy to conceal, a character attempting to conceal a light weapon gains one automatic success level. Light weapons usually use the one handed weapon skill or in the case of daggers and axes they use the small arms skill.
  • One-Handed: Operating a one-handed weapon requires one free hand and uses the relevant handedness skill if relevant for that weapon.
  • Versatile: Versatile weapons can be wielded in one or two hands. Use the relevant skill if handedness comes into play to use this weapon. Versatile weapons that are wielded two-handed gain +1 WR to the Normal and Critical Hit Damage Values.
  • Two-handed: Weapons with the Two handed trait use the two-handed skill of their weapon type. They also occupy two hands.
  • Heavy: Heavy weapons require a strength score of 10+ to use with a -9 to that skill. 13+ operates heavy weapons without penalty. Strengths scores from 1 to 9 operate the weapon with a -27. Below 1 operating the weapon becomes near impossible with a -81.
  • Immobile: Immobile weapons are generally either too large or too unwieldy to move. They also occupy two hands to operate effectively.
  • Mount: Weapons with the Mount trait use the two-handed skill of their weapon type while not mounted. They also occupy two hands. Otherwise, they operate as a one-handed weapon.

General Traits

Basic Traits
  • Brace Brace Weapons grant +2 WR to any attacks that succeed against charging opponents or against mounted opponents.
  • Improved Charge Weapons with the Improved Charge trait increase the WR bonus from charging to +4 and as long as the attack would score at least one success, increase the number of successes by one.
  • Lethal X Weapons with the Lethal trait gain a number of lethality dice equal to X. When making a weapon attack, roll Xd10 where X is the number of lethality dice you possess. For each roll of 10, deal the weapon’s damage again. In addition, when lethality triggers, roll the die again.
  • Poisoned X Creatures with the Flesh subtype that are hit by a poisoned weapon must make a normal END save or take additional Poison damage equal to X.
  • Powered Powered weapons require a form of power cell to operate. The most common type is a Solar Cell. Powered weapons typically deal Electric damage.
  • Protection Weapons with the Protection trait can be used to defend against attacks. The user may reduce their attack roll by an amount up to their weapon skill, and in return, they gain a bonus to their Dodge until the start of their next turn.
  • Reach Reach weapons increase your melee reach to the next size category.
  • Shieldbreaker When a creature wielding a shield is hit by successful attack made by a weapon with this trait, the attacker may perform the Shieldbreaker combat maneuver. As long as the maneuver would score at least one success, increase the number of successes by one.
  • Smokey Smokey weapons create a small barrier of smoke from the attack. When attacking with this weapon create a 1m smoke cloud in front of the attacker. This cloud lasts for one phase and confers a 10% miss chance to attacks in or through the smoke.
  • Trip After making a successful attack that deals normal or critical damage, the attacker may make a free trip attack. Additionally while wielded it grants a +7 to trip attempts.
Range Traits
  • Aerodynamic Aerodynamic throwing weapons double the normal thrown range of that item.
  • Cone X Cone X determines a preset range for the weapon. All targets within the cone are hit and receive a simple Perception save to receive graze damage.
  • Drawstrength X Range of this weapon is determined by (5 + (X*STR)) meters.
  • Engagement Ranged weapons with the Engagement trait can be used to perform a ranged attack while within the threat range of an opponent without provoking a reactionary attack.
  • Hamper These throwing weapons were designed to lodge into a shield and hamper its use. When thrown at a creature wielding a shield, on a successful hit they lodge into the shield and inflict a -1 success on shield checks until removed.
  • Indirect: Weapons with the Indirect trait do not require line of sight to target. Targets that cannot be seen gain one automatic dodge success.
  • Range X Range X determines a preset range for the weapon. Firearms and crossbows are the most common as the strength of the user is no longer responsible for the propulsion of the projectile
  • Unpredictable Trajectory Weapons with this trait have 50% reduced range. Shield checks may not be used against weapons with this trait.
Special Action Traits
  • Pinpoint The first critical damage a character deals each round with a pinpoint weapon ignores the target's armor rating.
  • Motivate weapons with the motivate trait modify the antagonize, demoralize, and bolster actions. See Action System special actions. In addition, weapons with motivate trait grant a +6 to the wielder's skill when performing such actions.
  • Shred When declaring an attack against an opponent, a character may choose to make the attack as a shredding attack. Shredding attacks reduce the attacker's successes by 2. If the attack still connects reduce the AR of the targets armor by 2 until the attacker's next turn.
  • Whirlwind A whirlwind weapon may be used to perform a full round action. See Action System under special actions.

Weapon Chart

Melee Weapons Table

This table details all the Melee weapons listing traits, damage values, cost, and weight
 
(Skills TO BE ADDED for now, use traits to determine skill. Coming SOON -- Anton 1-11)


NameSkillsBase TraitHeft TraitGeneral TraitsGraze WRNormal WRCritical WRAPCostWeight
Axe, BearededOne-Handed AxesAxeOne-HandedShieldbreaker3462160
Axe, Double-BeardedTwo-Handed AxesAxeHeavyShieldbreaker410102280
BardicheTwo-Handed AxesAxeTwo-HandedTrip48101230
BattleaxeOne-Handed Axes, Two-Handed AxesAxeVersatile3681180
Brass KnucklesBrawlingBrawlingVersatile3681180
DaggerSmall ArmsEnsiformLightLethal 1233150
Dagger, PunchingBrawling, Martial ArtsBrawling, Ensiform, Martial ArtsOne-HandedPinpoint1463160
GreatswordTwo-Handed SwordsEnsiformTwo-Handed38102240
Hammer, LucerneTwo-Handed CrushingCrushingTwo-HandedShredding, Reach28103250
Hammer, MeteorChains, Martial ArtsChainHeavyReach, Whirlwind38142260
HandaxeOne-Handed AxesAxesOne-Handed2661160
KanaboTwo-Handed CrushingCrushingHeavy410121270
KozukaOne-Handed Crushing, Small ArmsCrushingLight1441110
LanceOne-Handed Polearms, Two-Handed PolearmsPolearmsMountImproved Charge, Reach27144400
LongspearTwo-Handed PolearmsPolearmsTwo-HandedReach, Brace28103250
LongswordOne-Handed SwordsEnsiformVersatile3680150
ManrikigusariChains, Martial ArtsChains, Martial artsTwo-HandedWhirlwind, Reach410100240
MaulTwo-Handed CrushingCrushingVersatileReach3681180
MorningstarOne-Handed CrushingCrushingOne-HandedShredding3660150
NunchuksChains, Martial ArtsChains, Martial artsVersatile2682190
RapierOne-Handed SwordsEnsiformOne-HandedPinpoint1463160
ShotelOne-Handed SwordsEnsiformOne-HandedShieldbreaker2581350
ShortspearOne-Handed Polearms/Two-Handed PolearmsPolearmsVersatileBrace16102190
ShortswordOne-Handed SwordsEnsiformOne-Handed2481100
Spear, DoryTwo-Handed PolearmsPolearmsHeavyReach, Brace38142260
WhipChainsChainOne-HandedMotivator3660150
ZweihanderTwo-Handed SwordsEnsiformHeavyReach38142260

Ranged Weapons

Ranged Weapons


NameSkillsBase TraitHeft TraitGeneral TraitsGraze WRNormal WRCritical WRAPCostWeight
ArquebusFirearmsHeavySmokey, Range 10028124280
Crossbow, HeavyCrossbowsTwo-HandedRange 10028103250
Crossbow, LightCrossbowsVersatileRange 751683200
Crossbow, PistolCrossbowsLightRange 150262100
FustibalusSlingsVersatileDrawstrength 33880190
GastrophetesCrossbowsHeavyRange 15028124280
LongbowBowsHeavyDrawstrength 526182240
Musket, CarbineFirearmsVersatileRange 7516102190
Musket, LongarmFirearmsTwo-HandedRange 10028103250
Pistol, CommonFirearmsOne-HandedEngagement, Range 301681160
Pistol, PalmFirearmsLightEngagement, Range 101460100
ShortbowBowsTwo-HandedDrawstrength 326123230
Sling, BasketSlingsOne-HandedDrawstrength 33660150
Sling, BraidedSlingsLightDrawstrength 21460100
Sling, HuayruroSlingsTwo-HandedDrawstrength 338102240

Throwable Weapons

Throwable Weapons


NameSkillsBase TraitHeft TraitGeneral TraitsGraze WRNormal WRCritical WRAPCostWeight
DaggerEnsiform, ThrownLightPinpoint126190
Dart, ThrowingPolearms, ThrownLightPinpoint, Aerodynamic126190
Dhua KattiEnsiform, ThrownTwo-Handed38102240
DiscusThrown, CrushingVersatileAerodynamic3381180
FranciscaThrown, AxesVersatileUnpredictable Trajectory3681180
JavelinPolearms, ThrownOne-HandedAerodynamic1681160
Knife, ThrowingEnsiform, ThrownOne-HandedPinpoint1482150
PilumPolearms, ThrownOne-HandedAerodynamic, Hamper1471240
Star, ThrowingMartial Arts, ThrownLightPinpoint, Aerodynamic0262100
Stone, CommonThrown, CrushingLight1460100
Stone, HurlingThrown, CrushingOne-Handed3670150
TomahawkThrown, AxesLight1441110

Armor

Armor can mean the difference between a mortal wound and a mere scratch. It provides an Armor Rating (AR) to reduce damage from attacks but also imposes an Armor Dodge Penalty (ADP), hindering the wearer's ability to evade. Armor is divided into four slots, each corresponding to a specific hit location, aligning with the body's segmented hit location mechanics.

Armor Traits

  • Light: Armor with the light trait does not incur any movement speed penalty.
  • Medium: Armor with the medium trait slightly burdens the wearer, reducing their movement speed by 1 meter and decreasing Athletics by -3.
  • Heavy: Armor with the heavy trait significantly burdens the wearer, reducing their movement speed by 1 meter or treating it as one size category smaller, whichever is greater. Additionally, Athletics is reduced by -6. Casting magic while wearing heavy armor is more difficult; to successfully cast a spell, the wearer must succeed on a hard Concentration check while subtracting the armor’s ADP from the roll.

Armor Locations

Helmet: The helmet is designed to protect a character's sensory organs and head. While the helmet a Narman wears may differ wildly from one designed for an Opsianno, both serve the same essential purpose—safeguarding vital sensory organs and the overall head from harm.
Cuirass: Armor that protects the Torso, or main bulk, of the character. This is typically the most abused part of the armor.
Gauntlets: Gauntlets encompass any armor that covers a character's manipulatory appendages, balancing protection with potential hindrance to dexterity. Wearing gauntlets significantly increases the difficulty of performing magical gestures; to successfully cast a spell requiring the gestures component, the wearer must succeed on a Concentration check with a higher success level than the gauntlet’s ADP.
Greaves: Greaves serve as the primary armor for a character's locomotory limbs, providing protection while potentially impacting mobility. Greaves may include a pair of boots, or an armored tail
in the case of the Pocci.

Armor List

Helmets


NameTraitsARADPCostWeight
Leather CapLight1012kg
Quilted CoifLight1081kg
Chain CoifLight22253kg
Kettle HelmetMedium35326kg
MorionMedium34542kg
Nasal Helm with Scale VeilHEavy45657.2kg
Plate HelmetHeavy56806.5kg

Cuirasses


NameTraitsARADPCostWeight
Padded TunicLight1016kg
Quilted ArmorLight21805.5kg
Leaf ArmorLight202004kg
GambesonLight310156kg
Leather LamellarLight377514kg
Hide ShirtMedium344015kg
Cured WoodMedium4152520kg
Chain ShirtMedium4512012kg
Half-plateMedium51075015kg
ChitinMedium81024524kg
BrigandineHeavy5258010kg
Scale MailHeavy51518018kg
BreastplateHeavy61525020kg
BoneplateHeavy72067528kg
Plate HarnessHeavy925125032kg
StoneplateHeavy10501000100kg

Gauntlets


NameTraitsARADPCostWeight
Simple GlovesLight1011kg
Cloth Fore GuardsLight20101kg
Leather BracersLight30152kg
Lamellar GauntletsMedium41252kg
Plate GauntletsHeavy52755kg

Greaves


NameTraitsARADPCostWeight
Quilted BootsLight1022kg
Leather BootsLight1052kg
Studded BootsLight21152.5kg
Wooden BootsMedium210108kg
Chainmail GreavesMedium39383.6kg
Splint-Mail SabatonsHeavy38504kg
Plate-mail SabatonsHeavy410554.4kg
Stone BootsHeavy61547515kg

Shields

Shields provide a conditional Armor Rating (AR), allowing the wearer to block incoming attacks. When subjected to an attack, the wearer may roll a check based on the type of shield they are using—Light Shield, Medium Shield, Heavy Shield, or Energy Shield. If their check achieves a higher level of success than the attack's success level, the shield’s AR is applied in addition to the AR of the hit location, further reducing damage. One may mount a shield on their back to add additional protection equal to 1/2 the AR of the shield to their torso hit location in addition to their Cuirass AR. Shields worn this way triple their ADP.
Shield Traits
Light: Light Shields incur no penalty to those proficient with shields when being wielded
Medium: Medium Shields confer a -5 ADP when wielded.
Heavy: Heavy Shields incur a -9 ADP when wielded
Forearm Strap: Shields with the Forearm Strap trait automatically succeed shield checks for attacks that are directed at the manipulatory limbs hit location, but incur a penalty of -1 successes on other hit locations. Joust: Shields with the Joust trait grant +1 AR and +2 Polearms when mounted. The AR of shields with Joust is doubled versus charge attacks with polearm weapons made against the wielder.

Shields


NameTraitsARCostWeight
BucklerLight, Forearm Strap1151kg
HeaterMedium4202.5kg
JoustingLight, Jousting3552.5kg
KiteMedium7367kg
PaviseHeavy128010kg
RondelMedium6406kg
TargeMedium5204kg
 

Adventuring Equipment

The list includes many of the common items an adventurer may need for exploring the many environments they may come across. This is not the be all end all of equipment and if something doesn't exist here we encourage you to talk to the Game Master and create items to fit the situation.  

Riding Gear & Pets

Riding gear is a selection of equipment to give to mounts and other creatures. mounts also have a simplified list of armors available to protect them from attacks
 

Mount & Pet Armors

Armor for mounts and pets is simplified into grouped sets. Cuirass and Helmet are simplified into Barding, and Gauntlets and Greaves are simplified into Cruppers.
 

Saddles

Saddles are not required to ride a creature but make it much easier to do so. A creature of the same size category as the rider must wear a saddle otherwise can not be ridden. Creatures of one or more size categories larger may be ridden bareback but saddles can be equiped to remove riding penalties (See Riding Skill -- TO BE ADDED --)
 

Artisan's Equipment

Artisan's Tools are used for crafting items. These tools have been simplified into three tiers;
Artisan's Tools, Common: The most basic of artisan's tools,. When purchased assign a crafting skill. That skill can be performed without penalty as long as you have these tools when making the skill checks

Artisan's Tools, Masterwork Masterwork tools make the task even easier. Assign a crafting skill to these tools upon being purchased. When making a crafting check with masterwork tools add +6+(Character's Level) to your skill. A more experienced master makes better use of these tools than a novice.

Artisan's Tools, Powered The main benefit of powered tools is that they reduce the time to craft an item by 50%. Otherwise the bonus to crafting is equal to masterwork tools. Powered Artisan's Tools require a power cell to operate.

 

Trade Goods

Common goods, typically raw of only partially processed components that would not be helpful in most combat or survival situations but provide some value to industries.  

Services

A list of typically non-physical items, or items that are intended to be used immediately. Things such as meals, rooms, medical expenses, etc.  

Jewelry, Clothes, and Other Articles

Wearable items that are not included in the armor section. From jewelry and simple clothing to magical trinkets, survival clothes, and technological wearable items. This section contains most wearable items that are not intended to be used for the purpose of armor.

Hit Location Chart


RollHit LocationExample
1-4Vitals, SensoryAn arrow to the eye, a crushing blow to the skull, on most lifeforms an attack to the head
5-34Limbs, ManipulationA cut to the arm
35-75TorsoThe center of mass, often chest of a creature
76-100Limbs, LocomotionA stab to the foot, or slice to the thigh

Comments

Author's Notes

Jan. 2025: Anton "Created a series of google sheets to test some stuff out. Calculated base health and created some basic features for our equipment. Will be uploading with need for heavy adjustments"   Special Note: 1-12, Switched Sword-like variable to Ensiform (shaped like a sword blade; long and narrow with sharp edges and a pointed tip.) But did not update the traits on the charts yet


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Mar 3, 2025 23:54

Poisoned Creatures with the Flesh subtype that are hit by a poisoned weapon must make a basic END save or take additional Poison damage equal to the normal WDR of the weapon.

Mar 3, 2025 23:54

Alter this to Poison X: Where X is the amount of Damage instead of equal to WDR