Arms are items you wield in your hands. They include melee weapons, ranged weapons, and shields. All arms must be stowed.
1𐤑 1𐤇 Atlatl
Stow Belt Damage LethalGuard — DR 4 Requires ✦✦ Strength, The Atlatl lore, plus a javelin or spear to throw (stow Back)An atlatl is an antique weapon—a curved rod, about the length of your forearm, with a spur on one end. The spur holds the end of a javelin or spear. The atlatl wielder launches the javelin or spear by swinging the rod. The force of the swinging motion is added to the throw.Ranged. Attack a distant foe with a -2 penalty (or more, if the distance is great).Inflicts -2 guard damage with its lore. Vulnerable to fire. 1𐤑 1𐤇 Atlatl
2𐤑 2𐤇 Axe
Stow Back Damage LethalGuard +1 DR 4 Requires ✦ Strength (2H) or ✦✦ (1H)A big, curved bronze blade attached to a wooden pole, an axe is not a particularly elegant or portable weapon, but it’s certainly lethal. Like a sicklesword, it’s designed to hook defending arms and pull them away. Hook. If a foe blocks your axe attack, roll your brace die. If the result beats the defender’s stamina, you pull the defending armament out of their hand, and it falls to the ground. Otherwise, no effect. Vulnerable to breaking, fire, and gray magic. 2𐤑 2𐤇 Axe
2𐤑 2𐤇 Bow
Stow Back Damage LethalGuard — DR 4 Requires ✦ Strength, The Bow lore, plus a quiver of arrows (stow Belt)Apart from magic, the bow is the state-of-the-art ranged weapon in Tel-Kanan. Archers can learn the ✪ Aim ability to increase the weapon’s accuracy. A bow and its quiver count as separate items to stow. Don’t bother tracking individual arrows, though.Ranged. Attack a distant foe with a -2 penalty (or more, if the distance is great). Vulnerable to fire. 2𐤑 2𐤇 Bow
1𐤑 1𐤇 Club
Stow Back Damage LethalGuard +1 DR 4 Requires ✦ Strength (2H) or ✦✦ (1H)A heavy wooden club is not the most advanced weapon, but it’s good enough for bashing, smashing, and similar activities. Vulnerable to breaking and fire. 1𐤑 1𐤇 Club
1𐤑 1𐤇 Dagger
Stow Leg Damage LethalGuard — DR 4 Requires 1HA dagger provides no defensive benefit, but it’s easy to stow and handy for close-quarters fighting. Close. You can attack with a dagger while in a grapple.Vulnerable to lightning and gray magic. 1𐤑 1𐤇 Dagger
4𐤑 Heavy Mace
Stow Back Damage LethalGuard +1 DR 6 Requires ✦✦ Strength (2H)A mace is a huge, enormously heavy weapon—a solid bronze head attached to a thick handle. In the right hands—with the Mace lore, the weapon enables a warrior to easily stagger their foes off-guard, even when blocked.Breaking. If a foe blocks your mace attack, roll your brace die. If the result beats the blocking armament's durability, the armament is destroyed. Otherwise, no effect. Vulnerable to breaking, fire, and gray magic. 4𐤑 Heavy Mace
1𐤑 1𐤇 Javelin x3
Stow Back Damage Lethal, -1 guard Guard — DR 2 Requires ✦ Strength (1H) Javelins are basically small spears meant for throwing. They can be used as melee weapons too, but are too flimsy to provide any defensive benefit. You can carry up to three javelins in a bundle, and each bundle takes up one stow “slot” on your back. Keep track of how many javelins you have. You can always recover a thrown javelin if it lands on, or in, something. If you throw it into the bottomless Skysea, no such luck. Throw. Attack a distant foe with a -2 penalty (or more, if the distance is great). Throwing a javelin with an atlatl inflicts an additional guard damage, if you know how to use it.Vulnerable to breaking, fire, and gray magic. 1𐤑 1𐤇 Javelin x3
1𐤑 2𐤇 Shield (Light)
Stow Back Damage Can't attackGuard +3 DR 3 Requires ✦ Strength (1H)Light shields are typically made of wicker or hide. They aren’t very sturdy, but they’re a good way to avoid getting shot with an arrow.Maneuvers take a -1 penalty while you hold a shield. Vulnerable to breaking and fire. 1𐤑 2𐤇 Shield (Light)
4𐤑 Shield (Heavy)
Stow Back Damage Blunted, -1 guard Guard +3 DR 9 Requires ✦✦ Strength (1H)Unlike lighter shields, sturdy bronze heavy shields can be used offensively as well as defensively. Maneuvers take a -1 penalty while you hold a shield. Blunted. You can't inflict more lethal damage than your Strength +1. Vulnerable to breaking, lightning, and gray magic. 4𐤑 Shield (Heavy)
3𐤑 Straightsword
Stow Belt Damage Lethal, -1 guard Guard +1 DR 4 Requires ✦ Strength (1H) One of the most versatile weapons, a straightsword is a leaf-shaped bronze blade, like a long version of a dagger. It’s primarily made for thrusts, and some spear techniques can be used with a straightsword. The weapon can also be used to slash or even slit throats in a pinch. Close. You can attack with a straightsword while in a grapple.Vulnerable to breaking, lightning, and gray magic. 3𐤑 Straightsword
3𐤑 Sicklesword
Stow Belt Damage Lethal, -1 guard Guard +1 DR 4 Requires ✦ Strength (1H) A sicklesword is a curved bronze blade, just a bit longer than a straightsword. It’s made for slashing, rather than stabbing, and has a hooklike edge near its pommel designed to disarm foes. Hook. If a foe blocks your sicklesword, roll your brace die. If the result beats the defender’s stamina, you pull the defending armament out of their hand, and it falls to the ground. Otherwise, no effect. Vulnerable to breaking, lightning, and gray magic. 3𐤑 Sicklesword
1𐤑 1𐤇 Sling
Stow Leg Damage Lethal, -1 guard Guard — DR 2 Requires 2H, The Sling lore, plus a bullet pouch (stow Belt)In the right hands, a sling and a nicely-shaped rock (or bullet) are just as deadly as a bow and arrow. A sling and a pouch of bullets count as separate items to stow. Don’t bother tracking individual sling bullets.Ranged. Attack a distant foe with a -2 penalty (or more, if the distance is great). Vulnerable to fire. 1𐤑 1𐤇 Sling
2𐤑 2𐤇 Spear
Stow Back Damage Lethal, -1 guard Guard +2 DR 4 Requires ✦ Strength (2H) or ✦✦ (1H)A spear is perhaps the most versatile weapon in the realm. Tipped with a small, leaf-shaped bronze blade, a spear makes a fine offensive weapon. Its long length makes for great defense, too. And you can always throw a spear at a foe out of reach. Reach. A spear’s length prevents some foes from counterattacking you (noted in their abilities). Throw. Attack a distant foe with a -2 penalty (or more, if the distance is great). Vulnerable to breaking, fire, and gray magic. 2𐤑 2𐤇 Spear
1𐤑 1𐤇 Staff
Stow Back Damage Blunted, -1 guard Guard +2 DR 4 Requires (2H) A staff may be better for walking than attacking, but its length helps keep foes at bay for good defense. You need two hands to use a staff effectively; the item isn’t weighted for one-handed use. Blunted. You can't inflict more lethal damage than your Strength +1. Vulnerable to breaking and fire. 1𐤑 1𐤇 Staff