Arms & Equipment
Steel, gunpowder, Galvanic oddities, and what stands between you and the grave
A blade never jams. A gun never parries. Choose what you carry, and carry what you trust.
First rule of kit selection: know where you're going. Galvanic district? Bring the good guns. Wild Zone? Blade and a prayer. Neutral ground? Bring everything and sort it out when you get there. Second rule: always carry a blade. Always.
Every item in this chapter has a Tier column — that’s the Cost Tier from the economy system. If the tier is at or below your Station, you can own it. If it’s above your Station, you’ll need to reach for it — a patron request, a favour, or a Station Check. Gear provided by your patron through Backing bypasses cost tiers entirely, but it’s issued, not owned.
Melee Weapons
| Category | Speed | Damage | Tier | Examples |
|---|---|---|---|---|
| Unarmed | 2 | 1d3+BR | — | Punch, kick |
| Small | 2 | 1d4 | 1 | Knife, dagger |
| Light | 3 | 1d6 | 1 | Short sword, hatchet, club |
| Medium | 5 | 1d8+1 | 2 | Longsword, battle axe, mace |
| Heavy | 7 | 1d10+1 | 2 | Bastard sword, morning star |
| Great | 9 | 2d6 | 3 | Greatsword, halberd |
Ranged Weapons (Martial)
Martial ranged weapons are immune to magic zone interference. Crossbows require reloading; bows do not. The reliable option when the Aether is thick.
| Weapon | Speed | Damage | Tier | Notes |
|---|---|---|---|---|
| Light Ranged | 5 | 1d6 | 1 | Short bow, sling |
| Medium Ranged | 7 | 1d8+1 | 2 | Longbow |
| Light Crossbow | 7 | 2d6 | 2 | Reload 3 |
| Heavy Crossbow | 10 | 3d6 | 3 | Reload 5 |
Modern Firearms
Firearms have three stats that melee weapons don't. Capacity is how many shots before you need to reload. Reload is how many counts that takes on the timing track. Reliability is how resistant the weapon is to malfunction — higher is better. A revolver at 95 has only a 5% chance of jamming on any given shot. A tommy gun at 70 has a 30% chance even in clean air. When the Aetheric balance tips against technology, that chance climbs fast.
Firing a gun is a two-step process: first check Reliability (does the weapon fire?), then roll Ranged (does the shot hit?). The weapon has to work before your aim matters. Reliability is always checked — even in a clean environment. A tommy gun jams whether or not there's magic in the air. See The Malfunction System for the full rules.
A good revolver will fire every single time you pull the trigger. I trust mine with my life and I have, plenty of times. A tommy gun? I watched a man die in a warehouse on Fenwick Street because his automatic jammed three seconds into a fight. Three seconds. He was still slapping the receiver when they shot him. Fancy firepower means nothing if the weapon won't speak when you need it to.
| Weapon | Speed | Damage | Capacity | Reload | Reliability | Tier |
|---|---|---|---|---|---|---|
| Holdout Pistol | 2 | 1d6 | 2 | 2 | 95 | 1 |
| Revolver | 3 | 2d6 | 6 | 3 | 95 | 2 |
| Semi-Auto Pistol | 3 | 2d6 | 8 | 2 | 85 | 2 |
| Heavy Pistol | 4 | 2d8 | 6 | 3 | 90 | 2 |
| Rifle | 6 | 2d10 | 5 | 4 | 95 | 2 |
| Carbine | 5 | 2d8 | 8 | 5 | 90 | 2 |
| Shotgun | 4 | 3d6 | 2 | 2 | 95 | 2 |
| Combat Shotgun | 5 | 3d6 | 5 | 4 | 85 | 3 |
| Submachine Gun | 5 | 3d6/burst | 50 | 3 | 70 | 3 |
Galvanic Weapons
Galvanic weapons channel forces from the Engine — crystal capacitors, voltaic cells, resonance chambers. They hit different. They also break different. Each one has an Galvanic rating that determines how hard it pushes the balance toward tech when fired.
Unlike conventional firearms, every Galvanic weapon is unique. They are prototype-level technology — acquired through faction connections, black markets, salvage, or theft. Think of them as the tech side's answer to spells: each one has its own personality, strengths, and risks.
Each Galvanic weapon is, in a very real sense, unique. They are not mass-produced — they are engineered individually, tuned to channel the Engine's resonance in specific patterns. This is why their Reliability scores vary so dramatically, and why a well-maintained exotic is worth more than its weight in currency.
Galvanic Ranged
- Pneumatic Flechette
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Speed 3 · 1d10 · Cap 12 · Reload 2 · Rel 70 · Galvanic 1
Compressed-air needle gun. Fires a burst of razor-thin darts that shred soft tissue. Silent — no audible report. Piercing: ignores 2 points of Martial soak. Useless against plate, devastating against flesh. - Arc Gun
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Speed 4 · 2d8 · Cap 6 · Reload 3 · Rel 65 · Galvanic 2
Voltaic sidearm that hurls a crackling bolt of electricity between two prongs. Arcing: on a critical hit, the bolt jumps to one adjacent target for half damage (no additional hit roll). Shocking: ignores 2 points of Ballistic soak from metal armor. Lightning finds the gaps. - Galvanic Lance
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Speed 7 · 3d8 · Cap 3 · Reload 5 · Rel 55 · Galvanic 3
A shoulder-braced cannon that projects a searing beam of concentrated Galvanic energy. Lancing: the beam passes through the primary target and strikes one target directly behind for half damage. Suppressing: +1 to Aetheric rating per shot. Unstable: malfunction severity +2 instead of +1. Magnificent until it detonates. - Spark Thrower
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Speed 4 · 2d6 · Cap 8 · Reload 3 · Rel 65 · Galvanic 2
Short-range weapon that belches a cone of electrical discharge. Scatter: +1d6 damage at Close range, −1d6 at Far. Arcing: on a critical hit, the discharge jumps to one adjacent target for half damage. Crowds hate this thing.
Galvanic Melee
- Force Blade
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Speed 3 · 1d8+BR · 10 charges · Rel 60 · Galvanic 1 per charge
A short sword with a voltaic edge that hums when activated. Each swing expends a charge. Armor Breaker: reduce the target's Martial soak by 3. The resonant edge finds seams in plate and shears through chain. Recharges overnight or at a power source. Uses Melee skill. - Shock Gauntlet
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Speed 2 · 1d6+BR · 10 charges · Rel 60 · Galvanic 1 per charge
A brass-knuckle frame laced with capacitor wire. Each punch delivers a jolt. Stun: on a hit, the target's next action costs +2 speed as their muscles seize. Shocking: ignores 2 points of Ballistic soak from metal armor. Getting punched by lightning is as bad as it sounds. Uses Brawl skill. - Voltaic Whip
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Speed 4 · 1d6+BR · 10 charges · Rel 55 · Galvanic 1 per charge
A segmented metal cord that crackles with stored energy. Long reach, hard to control. Reach: strikes at Near range, not just Close. Entangling: on hit, the target's next action costs +2 speed. Arcing: on a critical hit, the discharge jumps to one adjacent target for half damage. Uses Melee skill.
Weapon Tags
Tags describe what a weapon does beyond raw numbers. A longsword with Parrying plays differently than one without. A sawn-off shotgun is a different animal than the full-length version.
Melee Tags
| Tag | Effect |
|---|---|
| Concealable | Can be hidden on your person without detection. |
| Throwable | Can be thrown at Near range using Ranged skill. +2 speed, one die step lower damage. |
| Reach | Can strike targets one step farther than normal melee — useful for holding doorways. |
| Piercing | Ignores 2 points of Martial soak. |
| Crushing | Armor degradation chance is 50% instead of 25%. Armor hates this. |
| Parrying | +10% to active defense when using Melee to defend. |
| Entangling | On hit, the target's next action costs +2 speed. Whips, chains, nets. |
| Two-Handed | Requires both hands. Cannot use a shield. |
| Versatile | Can be wielded one-handed (normal damage) or two-handed (one die step up). |
Firearm Tags
| Tag | Effect |
|---|---|
| Reliable | +5 effective Reliability in magic zones. Built tough. |
| Quick Reload | Reload time is halved (round down). |
| Loud | Audible for a great distance. Draws attention. |
| Quiet | Suppressed or inherently silent. Won't alert distant enemies. |
| Scatter | +1d6 damage at Close range, -1d6 at Far. Devastating up close, weak at distance. |
| Burst | Consumes 3 ammo per shot. Already factored into damage. |
| Accurate | No penalty at Far range. +5% on aimed shots. |
| Sawn-Off | -1 speed, -1 die step on damage, gains Concealable. A hacksaw's bargain. |
Galvanic Keyword Reference
Galvanic weapons use the following keywords. Each weapon's description lists which ones apply.
| Keyword | Effect |
|---|---|
| Arcing | On critical hit, discharge jumps to one adjacent target for half damage. |
| Armor Breaker | Reduce target's Martial soak by 3 for this attack. |
| Lancing | Beam passes through primary target to one target directly behind for half damage. |
| Shocking | Ignores 2 points of Ballistic soak from metal armor. Lightning finds the gaps. |
| Silent | No audible report whatsoever. The target drops and nobody hears why. |
| Stun | On hit, target's next action costs +2 speed as muscles seize. |
| Suppressing | +1 to weapon's Galvanic rating per shot. Pushes the balance harder. |
| Unstable | On malfunction, severity roll gets +2 instead of +1. Handle with care. |
Armor
The best armor is the kind you never need. The second best is whatever stands between you and the thing trying to kill you.
Armor has two soak ratings. Ballistic absorbs damage from firearms and high-velocity projectiles. Martial absorbs damage from blades, clubs, claws, and other melee attacks. A ballistic vest stops bullets but a knife slides right through. A suit of plate turns a sword but a rifle round punches clean through. Use whichever rating matches the attack.
Armor is a bet on what's going to hit you. Full plate stops swords — doesn't stop bullets. A ballistic vest stops bullets — a blade goes right through the weave. In this world, you might face both in the same fight. Pick your armor for your most likely threat, and pray you guessed right.
Degradation rule: if raw damage exceeds the relevant soak rating, there's a 25% chance the armor loses 1 point from that rating permanently. Crushing weapons raise this to 50%. Armor wears down. Every fight costs something.
Medieval Armor
| Armor | Ballistic | Martial | Hinder | Tier | Notes |
|---|---|---|---|---|---|
| Cloth | 0 | 0 | — | 0 | Better than nothing. Barely. |
| Heavy Cloth | 0 | 1 | — | 1 | Padded gambeson |
| Leather | 0 | 2 | — | 1 | Boiled and hardened |
| Scale | 1 | 3 | — | 2 | Overlapping plates |
| Chainmail | 2 | 5 | — | 2 | Rings stop blades, not bullets |
| Half Plate | 3 | 8 | 1 | 3 | Serious protection, serious weight |
| Full Plate | 4 | 12 | 2 | 4 | Walking fortress — against swords |
Modern Armor
| Armor | Ballistic | Martial | Hinder | Tier | Notes |
|---|---|---|---|---|---|
| Leather Jacket | 0 | 1 | — | 1 | Fashionable. Marginally protective. |
| Trench Coat | 1 | 2 | — | 1 | The adventurer's uniform |
| Ballistic Vest | 8 | 2 | — | 3 | Stops bullets, not blades |
| Steel Breastplate | 5 | 6 | 1 | 3 | Old meets new |
Shields
| Shield | Ballistic | Martial | Hinder | Notes |
|---|---|---|---|---|
| Wood Buckler | 0 | 2 | — | Light, one-handed |
| Steel Buckler | 1 | 3 | — | Sturdier |
| Wood Shield | 0 | 5 | — | A bullet goes right through |
| Infantry Shield | 2 | 7 | — | Full arm coverage |
| Kite Shield | 3 | 9 | 1 | Leg-to-shoulder protection |
| Knight Shield | 4 | 10 | 2 | Tower of steel |
Hinder
Heavy armor keeps you alive. It also slows you down. Hinder represents the weight and bulk of what you're wearing. It affects your body, not your mind or your aim.
Each point of Hinder applies -5% to: PC, Athletics, Stealth, and Swimming rolls. It also adds +1 casting speed per point — try weaving a spell in full plate.
Hinder does not affect: Melee, Brawl, Ranged, BR-based rolls, or any mental/social checks. You can still swing a sword in plate. You just can't dodge in it.
Hinder from armor and shields stacks.
| Source | Hinder |
|---|---|
| Half Plate | 1 |
| Full Plate | 2 |
| Kite Shield | 1 |
| Knight Shield | 2 |
Kael picks up a kite shield (Hinder 1). His Athletics drops by 5%. His casting speed would increase by 1 — not that he casts. If he also strapped on half plate (Hinder 1), he'd be at Hinder 2 total: -10% to PC, Athletics, Stealth, Swimming, and +2 casting speed. He'd be a fortress. A slow one.
Galvanic Oddities
Not every piece of Galvanic technology is a weapon. The Engine powers devices that investigate, protect, communicate, and manipulate the environment.
These are prototype-level technology — rare, expensive, and temperamental. The devices below are representative examples, not an exhaustive catalog. They establish patterns so GMs can create new devices that feel consistent with the world.
Galvanic oddities are investigation and exploration tools, not combat equipment. They expand what players can sense and do outside of fights. A Voltaic Lantern that reveals Aetheric residue or a Resonance Compass that tracks zone gradients — these are the tools that drive mystery and discovery.
- Aetheric Compass
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Galvanic 0 (passive) · Rel 80 · Always on
Measures local Aetheric balance. The needle swings toward disturbances — stronger magic pulls harder. Investigators use these to trace magical activity to its source, mapping gradients to find the fire from the smoke. - Force Generator
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Galvanic −2 per pulse (every 3 counts) · Rel 65 · Sustained
A brass cylinder packed with resonance coils. When activated, it pulses Galvanic force at regular intervals, pushing the Aetheric balance toward tech. Doesn't deal damage or target anyone — it changes the rules of the environment. Destroying it is a valid tactical objective. HP: 8. About 5 lbs. - Resonance Damper
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Galvanic 1 (sustained) · Rel 60 · 10 charges (~10 min each)
A harness worn under clothing that generates a tight Galvanic field around the wearer. Reduces incoming magical effects by roughly −15% to their effectiveness. Cult hunters swear by these. - Voltaic Lantern
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Galvanic 1 per use · Rel 70 · 10 charges
Projects a beam of tuned Galvanic light that causes magical residue to fluoresce. Hidden wards glow blue. Enchanted objects shimmer. Magical traps become visible as faint outlines. Unlike the spell Reveal, this only shows magical residue — not hidden mundane objects or disguised people. - Galvanic Brace
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Galvanic 1 (sustained) · Rel 65 · Sustained (~1 hour before overheat)
An exoskeletal frame of brass rods and voltaic muscle-wire. While active, provides the equivalent of +1 BR for lifting, carrying, and feats of brute strength (not combat damage). Hums loudly — no stealth while wearing one. - Signal Caster
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Galvanic 1 per transmission · Rel 70 · 10 transmissions
Sends encoded pulses through Galvanic frequencies. Two paired devices can transmit short messages (a sentence or two) at ranges up to a few city blocks. Works in Wild Zones where conventional radios fail — the Engine signal punches through Aetheric interference.
These are templates, not a complete list. When a player or GM wants a new device: start with a single clear function, find the magical spell equivalent to ground its power level, assign Reliability (50–60 prototype, 65–75 field-ready, 80+ robust), and give it at least one drawback (loud, heavy, fragile, limited charges, short range). Galvanic tech is powerful but imperfect.
Galvanic weapons use Reliability to resist Aetheric disruption. Enchanted artifacts use the same framework in reverse — Magical Reliability to resist Galvanic disruption. If you know one system, you know both. See Artifacts & Enchantments for the full rules.
Plan your exit before you enter a zone. A car stalls in the Wild — I've seen it happen, engine just dies like someone flipped a switch. A horse doesn't care about the Aether or the Engine. Motorcycles are fast but fragile. Know your route home before you pick your ride.
Vehicles & Conveyance
A horse doesn't care about magic zones. An engine does. Plan your ride home before you enter the Wild Zone.
Vehicles are narrative categories, not stat blocks. How fast is “fast”? Fast enough to outrun someone on foot. The interesting question is always: what's the Aetheric situation where you're going, and will your vehicle work when you get there?
| Category | Examples | Speed | Capacity | Zone Vulnerability |
|---|---|---|---|---|
| Beast | Horse, mule, war dog | Moderate | 1–2 | None — animals don't have engines |
| Bicycle/Cart | Bicycle, wagon, rickshaw | Slow–Moderate | 1–6 | None |
| Automobile | Touring car, truck, taxi | Fast | 2–6 | Moderate — engines stall |
| Motorcycle | Standard, sidecar | Very Fast | 1–2 | Moderate |
| Motorboat | Launch, speedboat | Fast | 2–8 | Moderate — stalling on open water is dangerous |
| Sailing Vessel | Sailboat, yacht | Slow–Moderate | 2–12 | None — wind-powered |
| Personal Airship | Dirigible, gyrocopter | Moderate | 1–2 | High — a malfunction means a crash |
| Transport Airship | Passenger, cargo hauler | Slow | 10–50 | High — very vulnerable at altitude |
| Military Airship | Gunship, cruiser | Moderate | 20–100 | High — better engines, still vulnerable |
| Train | Passenger, freight | Fast | Dozens–hundreds | Moderate — robust but locked to rails |
Animals are immune to Aetheric zone interference — no engines to stall. But they can sense magic zones and many balk at entering them. Getting a horse into a moderate Aetheric zone requires a Survival check. Deep Wild Zones? Most animals flatly refuse. The rare beasts that will go are bred for it, trained for years, and worth a fortune.
