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Weapon Kits

Reference document for Adventures Beyond the Mists.

A Kit is a named weapon loadout paired with a small mechanical perk. Every Character picks one Kit at creation, free of cost, as part of choosing their starting equipment. Kits are not purchased with starting XP; they are mandatory. A Character can reconfigure their Kit only during downtime, the same as a change in armor. Kits are distinct from armor; a Character's Kit choice does not affect their armor tier or Speed cost.

Once a Character is built, a Kit is reconfigured only between fights, at rest, treated exactly like a change of armor: no point spend, but requires downtime access to supplies and time to reset. A Character's 3 starting Advancement Points (see character-creation, Advancement) are spent separately on their Class's Level 1 Starting Specialties menu, never on a Kit itself. Bonded Companions are no longer a purchase; they are the flavor a Character chooses for their first additional Level-granted die (see bonded-companions.md).

Armor is chosen separately from Kit during character creation. See weapons for armor tiers and effects.

Range and Hands

Every Kit states two things about its weapon beyond flavor.

Range, in squares. A Range of 1 means melee only: the weapon threatens exactly the squares adjacent to the wielder. A Range of 2 or more means the weapon threatens that many squares out without requiring adjacency (Polearm and Chain-Dancer's whip both reach 2; Pike's long pike reaches 3, with its own restriction on square 1, see Pike below). Bow-based Kits are marked Distance instead of a number: they need no adjacency at all, and the exact square count is a placeholder pending the map-scale open question.

Hands, the number of hands a Kit's weapon occupies: 0 for unarmed, 1 for a single one-handed weapon (the other hand stays free), or 2 for a two-handed weapon, a shield paired with a one-handed weapon, or two one-handed weapons wielded together.

The Kits

The list is open-ended and is presented alphabetically. Kits are the cheapest content in the game to add, since each is one loadout plus one small perk, and there is no reason to cap how many exist.

Kit Weapons Range Hands
Bare Fist Unarmed 1 0
Beast-Hunter 2-handed polearm or sword 1 or 2 2
Bow and Arrow Bow 8 2
Chain-Dancer Whip or flail 2 1
Commander's Mace 1-handed mace 1 1
Crossbow Crossbow Distance 1
Duelist's Art 1-handed 1 1
Falconry Hunting bird and sidearm 6 0
Greatsword 2-handed sword 1 2
Hidden Blade Concealable 1-handed 1 1
Hobnail Unarmed 1 0
Houndmaster Animal companion and sidearm 1 0
Lance Cavalry lance 2 2
Paladin's Hand Shield and 1-handed 1 2
Pike 2-handed long pike 3 (not 1) 2
Polearm 2-handed polearm 2 2
Quarterstaff 2-handed quarterstaff 2 2
Reaver's Axe 1-handed axe 1 1
Relic-Bearer 1-handed weapon and blessed focus 1 2
Shadow-Step 1-handed 1 1
Shield-Breaker War-pick or flanged mace 1 1
Spellblade Shield and 1-handed 1 2
Thrown Javelins, axes, or knives 4 1
Tower Shield Tower shield and 1-handed 1 2
Twin Blades Two 1-handed 1 2
Vermin-Caller Swarm and sidearm 2 0
Warhammer 2-handed hammer or maul 1 2
Weapon and Shield Any 1-handed melee weapon and shield 1 2
Whirlwind Whip or flail 2 1

Bare Fist

A bare-knuckle brawler in a flat cap, fists wrapped, a warhammer and a heavy blade tucked into his belt
Art by Luiz Prado.

The body as weapon. Speed, precision, and the will to stand unarmored.

Weapons: Unarmed strikes only

Range: 1 (melee only)

Hands: 0 (unarmed; fists and feet are the weapon)

Perk: Unmatched Speed. Your unarmed strikes deal 1 damage per Hit. Once per turn, when one of your personal dice shows a natural 6 and is banked as a Hit, you may make a free shift of up to 2 squares and then immediately make one additional unarmed strike against a target in your reach. This additional strike is automatic (no roll); it deals 1 damage.

Beast-Hunter

Trained to face the impossible. Every creature, no matter how large or strange, has a weakness.

Weapons: 2-handed polearm or 2-handed sword

Range: 2 if the polearm is chosen; 1 (melee only) if the sword is chosen.

Hands: 2 (either option requires both hands)

Perk: Monster Slayer. Once per fight, when you are fighting a single major opponent (a legendary monster, solo boss, or powerful named enemy), your personal die gains a +2 bonus to your Hit Range for attacks against that target only (e.g., Skilled 4-6 becomes 2-6). This bonus applies only to that specific target and only for the duration of that fight.

Bow and Arrow

The bow carries you beyond reach, turning the battlefield into your domain. Distance is your armor.

Weapons: Bow

Range: 8. This matches the Archer Retainer role, so a Character with this Kit and an Archer in their Company threaten the same distance.

Hands: 2 (drawing a bow requires both hands)

Perk: Range. You strike at Range 8 without needing adjacency, which reaches most of a battle map from where you stand. The bow does not function at melee range; a Character caught adjacent to an enemy must retreat, draw their sidearm (a Free Interaction; see Sidearms and backups below), or fight at a disadvantage.

Chain-Dancer

A whip or flail held in constant motion, reaching further than any melee weapon and binding enemies in place.

Weapons: Whip or flail

Range: 2

Hands: 1 (off-hand free). Assumes the lighter, one-handed flavor of whip or flail; a two-handed flail is not covered by this Kit.

Perk: Entangling Lash. Your whip reaches 2 squares like a Pike. Once per turn, if you score a Hit with your whip, you may apply the Slowed condition (Speed reduced to 0) to the target instead of dealing damage, or deal 1 damage and still apply Slowed. Your choice, made each time. This makes the whip a tool of control first, damage second.

Commander's Mace

Not a soldier's weapon so much as a badge of office, though it strikes true enough when it must. Where you point it, others follow.

Weapons: 1-handed mace

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Commands. Once per turn, when you score a Hit, you may redirect it: instead of dealing the damage yourself, one Retainer or ally within your reach may immediately deal that Hit's Wound to the same target instead, as a free reaction that costs them nothing.

Upgrade: The Whole Line Moves. A 2-point Advancement Specialty gated to this Kit deepens the Commands perk into a company movement order: once per Combat, in place of the attack, every Retainer and ally in the Company gains +2 Speed until the start of the wielder's next turn. Full text in universal-specialties.

Crossbow

Slower to load than a bow, but needing only one hand to loose, and hitting hard enough to make the wait worth it.

Weapons: Crossbow

Range: Distance. Does not require adjacency; exact square count is pending the map-scale open question.

Hands: 1 (off-hand free; a hand crossbow or braced crossbow, unlike the two-handed Bow)

Perk: Loaded and Waiting. Once per turn, if you did not make an attack on your previous turn, this turn's first Hit deals 2 damage instead of 1.

Duelist's Art

A master of the single blade, reading enemies like a scholar reads text. Precision over power.

Weapons: 1-handed weapon

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Elegant Footwork. Once per turn, if you score a Hit, you may shift up to 1 square without using your Move action. This shift does not cost an Action or Free Interaction; it is pure repositioning. This allows you to close distance or create distance on your own terms, independent of your normal movement economy.

Falconry

A hawk on the fist, loosed to strike from an angle no shield covers.

Weapons: A trained hunting bird (falcon, hawk, or eagle), plus an ordinary sidearm.

Range: 6, from the air, no adjacency needed.

Hands: 0.

Perk: On the Wing. Your personal dice are the bird's strikes, made at Range 6 against any target in the open, the bird stooping from above. The bird is the fiction of your personal dice and adds no die (as Houndmaster). It is hard to pin while aloft: a Hit is assigned to it only by an enemy attacking at range or by its own dive putting it in reach, and being driven off works as a disarm, your personal dice leaving the Pool until you recover it, with your sidearm as the Range 1 fallback. A foe under heavy cover or indoors may be out of the bird's line entirely, at the GM's call.

Greatsword

A blade too large for one hand, swung in wide arcs with the whole body behind it. Where it passes, a whole rank gives ground at once.

Weapons: 2-handed sword

Range: 1 (melee only)

Hands: 2 (the sword itself requires both hands)

Perk: Wide Sweep. Once per turn, in place of your normal attack, you may sweep every enemy adjacent to you: make one attack roll and apply it to all of them as a Radius 1 Area of Effect (core-rules, Part Sixteen), dealing 1 damage to each one Hit. Because it is a single shared roll, it gains no per-die bonus such as a natural-6 doubling; it is broad, not deep.

Hidden Blade

A blade in the sleeve, the boot, the fold of a cloak. Not a duelist's weapon. A killer's.

Weapons: Concealable 1-handed weapon

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Concealed Edge. You read as unarmed while carrying your concealable weapon, which helps you set up Unaware (core-rules, Part Eleven) and pass a search. When one of your personal dice shows a natural 6 and is banked as a Hit against a target that is Unaware of you, that Hit deals 2 damage instead of 1. Like Twinned Edge, this applies only to your own personal dice, never to Retainer dice in the shared Pool.

Hobnail

No blade at all: knees, elbows, and above all, boots. Where a swordsman commits to a line, this fighter is already gone.

Weapons: Unarmed strikes only

Range: 1 (melee only)

Hands: 0 (unarmed; boots and fists are the weapon)

Perk: Flowing Motion. Once per turn, if you score a Pair (two dice showing the same face, from your personal dice), you may shift up to 2 squares without using your Move action. This shift does not cost an Action or Free Interaction.

Houndmaster

The blade was never your weapon. The thing at your side is, and it has never once misread you.

Weapons: A trained animal companion (hound, wolf, hunting hawk, boar, or the like), plus an ordinary sidearm.

Range: 1 through the beast, but the beast is not tied to your square; see the perk.

Hands: 0 (the beast is the weapon; your hands stay free for the sidearm).

Perk: Loosed. Your personal die or dice are the beast's attacks, not your own. On your turn the beast moves up to Speed 6, independently of your own Move, and your personal-die attacks are made from wherever it stands, against targets in its reach, so you may strike while staying clear of the fight yourself. The beast is the fiction of your personal dice and adds no die of its own (the one-die rule, companies-and-command, Part One); more personal dice make a deadlier single beast, not a pack of separate rollers. If a Hit is assigned to the beast, it is driven off exactly as a disarm removes a weapon (core-rules, Part Eight): your personal dice leave the Pool until you recover it after the fight or replace it in downtime. Drawing your sidearm is a Free Interaction (see Sidearms and backups), so you fight on at Range 1 until it returns.

Lance

On foot an awkward long spear; from the saddle, the whole reason knights terrify infantry.

Weapons: A cavalry lance.

Range: 2. You may strike at 1 or 2 squares, like a Polearm.

Hands: 2 (couching the lance takes both).

Perk: Couched Charge. Once per turn, if you moved at least 3 squares toward the target this turn (a charge), your Hit against that target carries Rend 2 (core-rules, Part Fourteen: a single indivisible hit dealing 2 damage). On foot you will rarely have the Speed to reach a 3-square charge; mounted, through the Rider Specialty (universal-specialties), you will routinely, which is the intended pairing.

Paladin's Hand

Blessed by faith. The warrior whose mere presence steadies allies and turns back the darkness.

Weapons: Shield and 1-handed weapon

Range: 1 (melee only)

Hands: 2 (shield in one hand, weapon in the other)

Perk: Rallying Presence. Once per turn, after you score a Hit, one ally within 2 squares of your target gains a +1 bonus to their Hit Range until the end of their next turn (e.g., Trained 5-6 becomes 4-6). This bonus stacks per ally, but only the most recent bonus applies to any single ally.

Pike

Sixteen feet of ash and iron, butt braced, point level. Alone it is an awkward pole. In a line it is a wall nothing wants to walk into.

Weapons: 2-handed long pike

Range: 3, and you cannot attack an adjacent target at all. A pike is too long to bring to bear on someone already inside the point. Squares 2 and 3 are yours; square 1 is not.

Hands: 2 (the pike itself requires both hands)

Perk: Set Against the Charge. Once per turn, when an enemy moves into your 3-square reach during an opponent's turn, you may immediately make a free reaction attack: roll 1d6 at your Hit Range. On a hit, deal 1 hit to that enemy. This happens instantly, interrupting the movement if needed, and does not cost your Action. If several enemies close in the same turn, you react only once, choosing one target.

This drawback is the Kit, not a tax on it. A Pike controls the approach and is helpless once the approach fails. The answer already exists in the rules: drawing a weapon is a Free Interaction (core-rules, Part Five), so a pikeman who gets crowded drops the pike and pulls their sidearm (see Sidearms and backups below), at no cost beyond giving up the reach that got them there.

Worked example

A Pike stands three squares from an advancing orc. The orc moves to two squares away, entering reach: Set Against the Charge fires, one free die at the wielder's Hit Range, and it hits. On her own turn she attacks it normally at range 2. Next round the orc closes to adjacent. She can no longer attack it at all. She spends her Free Interaction drawing a knife, and fights at range 1 with an ordinary one-handed weapon for the rest of the fight, or backs off two squares and levels the pike again.

Polearm

A halberd, bill, or poleaxe held at the ready, its reach making the wielder the master of distance. Enemies who close do so at terrible cost.

Weapons: 2-handed polearm of ordinary length

Range: 2. You may attack normally at 1 or 2 squares.

Hands: 2 (the polearm itself requires both hands)

Perk: Polearm Reaction. Once per turn, when an enemy moves into your 2-square reach during an opponent's turn, you may immediately make a free reaction attack: roll 1d6 at your Hit Range. On a hit, deal 1 hit to that enemy. This reaction happens instantly, interrupting the opponent's movement if needed, and does not cost your Action. If multiple enemies close into reach in the same turn, you may react only once, choosing one target.

Quarterstaff

A shepherd's staff, a friar's walking stick, a length of oak that asks no permission to be carried. In the right hands it holds a bridge against a dozen.

Weapons: 2-handed quarterstaff

Range: 2

Hands: 2 (the staff takes both)

Perk: Sweep and Step. Once per turn, when you score a Hit, you may forgo its damage to sweep the target: push it up to 2 squares directly away from you, then shift 1 square yourself if you wish, keeping it at staff's length. A swept foe is displaced, not held, so this controls ground rather than pinning it.

Reaver's Axe

An axe swung with terrible purpose. Where it lands, openings bloom.

Weapons: 1-handed axe

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Overpowering Blow. Once per turn, when your axe deals a Hit, you (not the defender) choose the direction of that Hit's Wound, the arm and weapon-hand or the leg and mobility, per core-rules, Part Eight. This overrides the defender's normal choice for that single Hit only.

Relic-Bearer

A reliquary on a chain, a censer trailing smoke, an icon that was old when the road was young. Against the things that come out of the Mist, it is worth more than the blade in your other hand.

Weapons: 1-handed weapon and a blessed focus (reliquary, censer, or icon)

Range: 1 (melee only)

Hands: 2 (weapon in one hand, focus in the other)

Perk: Ward. Against creatures of the uncanny (the fae, the undead, spirits, and the mist-touched, at the GM's call), your Hits deal 2 damage instead of 1, and neither you nor an ally adjacent to you can have a Condition applied by such a creature. Against ordinary mortal foes the focus is inert and you fight as a plain one-handed weapon.

Shadow-Step

A fighter who moves like water, always one step removed from danger. Evasion made art.

Weapons: 1-handed weapon

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Slippery. Once per turn, when an enemy's attack against you misses (their roll misses your Hit Range, or a push/pull/special effect targets you and you avoid it), you may shift up to 2 squares as a free reaction. This shift does not cost your Move or Action and happens before or after the missed attack resolves.

Shield-Breaker

A war-pick, a flanged mace, a weapon built to answer the shield. What it strikes, it strikes through.

Weapons: A war-pick or flanged mace

Range: 1 (melee only)

Hands: 1 (off-hand free)

Perk: Shatter Guard. Your Hits ignore banked Guard tokens. When you strike a target holding Guard, the tokens neither apply nor are spent; your Hit lands as though the Guard were never banked. The tokens remain and can still block other attackers.

Spellblade

Steel and sorcery woven together. The warrior who refuses to choose between the blade and the word.

Weapons: Shield and 1-handed weapon

Range: 1 (melee only)

Hands: 2 (shield in one hand, weapon in the other)

Perk: Arcane Resonance. When you use Mana to cast a spell (Witch class), your next weapon Hit gains a bonus: deal 1 additional damage, or apply a Condition of your choice (Weakened, Slowed, Stunned, or Blinded).

Thrown

A bundle of javelins, franciscas, or weighted knives. You open the fight before the lines meet, and you are never caught empty-handed when they close.

Weapons: Thrown javelins, axes, or knives

Range: 4

Hands: 1 (off-hand free)

Perk: Javelin. You attack at Range 4. Unlike Bow and Crossbow, a thrown weapon is a short spear in the hand: you have no penalty at Range 1 and need no sidearm when an enemy closes. This is the one ranged Kit equally at home in the press and at a distance.

Tower Shield

A shield built wider and heavier than any duelist would carry, planted like a wall between the wielder and whatever comes next.

Weapons: Tower shield and 1-handed weapon

Range: 1 (melee only)

Hands: 2 (shield in one hand, weapon in the other)

Perk: Braced Wall. Like Weapon and Shield, you can bank Hits as Guard tokens. Once per turn, if an ally within your reach (1 square) takes a Hit intended for them, you may declare an Intercept without waiting for the defender's normal choice, bypassing the usual requirement that an Intercept be declared before the Hit resolves; you still take the full Hit on your own Card. Additionally, once per turn, if you do not use your Move action, you may plant your shield: any Guard token you bank this turn blocks up to 2 incoming Hits before expiring, instead of 1.

Twin Blades

A blur of steel, two weapons moving in concert. Quick, vicious, and never wasted: when the strike lands true, it lands twice as hard.

Weapons: Two 1-handed weapons

Range: 1 (melee only)

Hands: 2 (one weapon in each hand)

Perk: Twinned Edge. When one of your personal dice shows a natural 6 and is banked as a Hit, that Hit deals 2 damage instead of 1. This applies only to your own personal dice, never to Retainer dice in the shared Pool.

A natural 6 always hits regardless of Hit Range, but how often a landed hit happens to be that specific 6 shrinks as Hit Range widens with progression (50% at Trained, down to 20% at Renowned). This keeps Twinned Edge meaningful at every tier without letting it overtake a 2-handed weapon's flat, guaranteed 2 damage per hit. A Character with more than one personal die gets more chances at the bonus, rewarding investment in personal dice rather than competing with it.

Vermin-Caller

Snakes underfoot, rats in the dark, a plague of locusts, or a sudden storm of butterflies whose wings blind and unnerve. You do not strike the enemy so much as afflict them.

Weapons: A controlled swarm of small creatures, its form yours to choose and change between fights (snakes, rats, insects, locusts, or butterflies), plus an ordinary sidearm.

Range: 2. The swarm spreads to enemies near you.

Hands: 0.

Perk: Plague. Your personal dice are the swarm harrying enemies within Range 2. Each Hit may, at your choice, either deal its 1 damage normally or forgo the damage to apply Weakened to that target until the start of your next turn (core-rules, Part Nine), the swarm sickening and blinding rather than wounding. The swarm is the fiction of your personal dice and adds no die; it is driven off as a disarm, with your sidearm as the fallback. Once per turn, in place of a single target, you may loose the swarm as a Radius 1 Area of Effect (core-rules, Part Sixteen), applying its one roll to every enemy in the radius.

Warhammer

A hammer built to crush, not cut. Where a blade might be turned aside, this weapon simply keeps coming.

Weapons: 2-handed hammer or maul

Range: 1 (melee only)

Hands: 2 (the hammer itself requires both hands)

Perk: Weighted Strike. Once per turn, you may forgo your Hit's 2 damage entirely and instead apply the Stunned condition to the target (it loses its Action for the turn; its Move remains available). A maul does not cut, it concusses, and a stunned foe is a lost turn for the enemy line.

Weapon and Shield

The classic guardian's stance: shield raised, weapon ready. A parrying style that turns defense into counter.

Weapons: Any 1-handed melee weapon (sword, mace, axe, spear, or the like) and a shield

Range: 1 (melee only)

Hands: 2 (shield in one hand, weapon in the other)

Perk: Guard. When you score a Hit, you may bank it as a Guard token instead of dealing damage. One Guard token negates one incoming Hit on you as defender on your next turn. Unused Guard expires at the start of that next turn. This is an either/or choice made each time a Hit lands, not a bonus added on top of damage. The weapon is flavor and does not change the Kit: a longer weapon does not extend your reach, which stays Range 1. For mechanical reach, take a two-handed reach Kit (Polearm, Pike, or Lance).

Whirlwind

A flail-wielder in constant motion. Where enemies see chaos, you see control.

Weapons: Whip or flail

Range: 2, though Spinning Defense below triggers specifically at the 1-square adjacency boundary, not the full 2-square reach.

Hands: 1 (off-hand free). Same assumption as Chain-Dancer: the lighter, one-handed flavor of whip or flail.

Perk: Spinning Defense. Once per turn, when an enemy moves adjacent to you, you may immediately make a free 1d6 reaction attack at your Hit Range (using no dice from your Pool). On a hit, you deal 1 damage and may push the target 1 square away. If the push moves them out of adjacency, they do not reach you this turn.

Kit Integration with Character Creation

Every Character chooses a Kit free of cost at creation. Armor choice is a separate decision made at the same time, not tied to the Kit. A Character's 3 starting Advancement Points are spent on their Class's Level 1 Starting Specialties menu, not on Kits; Bonded Companions are flavor on a Level-granted die rather than a purchase (see character-creation, Advancement, and bonded-companions.md).

Reconfiguring a Kit

Between fights, at rest, a Character may swap their Kit to a different one, using the same downtime window as an armor change. No XP is spent; the swap requires only time and narrative access to supplies. A Character isolated or in immediate danger cannot reconfigure until reaching safety.

Sidearms and backups

Every Character may carry one ordinary sidearm: a plain one-handed melee weapon such as a knife, hatchet, or short blade. A sidearm has no Kit perk. It is Range 1, deals the standard 1 damage per Hit, and carries none of the reactive, positional, or bonus effects a Kit grants. It exists only so that a Character whose main weapon is lost, stowed, or useless at the current range is never left with nothing.

Drawing, stowing, or swapping to the sidearm is a Free Interaction (core-rules, Part Five), the same as any weapon swap. This is what the Bow and Arrow and Pike drawbacks already assume: a crowded archer or pikeman drops the main weapon and fights on at Range 1 with the sidearm, giving up the reach or distance that defined the Kit but keeping a blade in hand. It is also how a Disarmed Character re-arms without stopping to retrieve the dropped weapon (core-rules, Part Eighteen, Disarm maneuver).

A sidearm is not a second Kit. It grants no perk and cannot be swapped to for a better perk mid-fight, which deliberately preserves the commit-to-one-loadout-per-fight design (see Reconfiguring a Kit above). A Character who wants to carry and switch between two full Kits, perks and all, buys the Second Loadout Specialty (universal-specialties).

Retainers do not carry sidearms. A Retainer has exactly its role's one loadout; the sidearm is a Character-only convenience. A Disarmed Retainer therefore contributes no die until re-armed or healed, exactly as core-rules Part Eight states.

Kit and Class Signatures

Kits grant small, positional, utility, or reactive perks. Class signatures (Combos, Mana, Favor, Focus) are where Characters differentiate in combat resolution. A Kit perk should never overlap with a Class's core read or replace a Class's signature system.

Beasts as weapons

Several Kits put an animal or a swarm on the field as your weapon: Houndmaster, Falconry, and Vermin-Caller. They share one chassis. The creature is the fiction of your personal dice, never a separate die in the Pool; more personal dice make a single deadlier creature, not a pack of separate rollers, and the creature reads no Combos of its own. If a Hit is assigned to the creature, it is driven off exactly as a disarm removes a weapon (core-rules, Part Eight): your personal dice leave the Pool until you recover it after the fight or in downtime, and you fight on at Range 1 with your sidearm until it returns.

A Class that already grants a bonded animal on a later personal die (the Ranger's hound, the Skirmisher's falcon; see bonded-companions) may carry the matching Kit too. It is the same animal in the fiction and does not double-count, since neither the Kit nor the bonded companion adds dice beyond the Class schedule.

A mount is not one of these Kits. An animal that carries you rather than fights for you is the Rider Specialty (universal-specialties, Mounts and cavalry), a layer that sits on top of whatever Kit you already hold, never a Kit of its own. This is deliberate: "mounted with a sword" and "mounted with a bow" are not separate loadouts, so a mount is bought once and rides on top of any Kit rather than multiplying the list.

Changelog
  • 2026-08-10: Added an illustration to the Bare Fist Kit, a bare-knuckle brawler by Luiz Prado. First art published on the site; the file lives under assets/images/.
  • 2026-08-09: Rewrote the Bare Fist perk trigger. It required a Triple "from your personal pool," a subset that does not exist: all dice are rolled into one shared Pool and then allocated, so there is no personal sub-pool to read a combo from. It now triggers when one of your personal dice shows a natural 6 and is banked as a Hit, matching the Twin Blades and Hidden Blade pattern.
  • 2026-08-09: Made each Kit name in the summary table an anchor link that jumps to that Kit's full write-up below.
  • 2026-08-09: Unified the combat Hit Range and Check competence tiers into a single ladder (Untrained, Trained, Skilled, Elite, Renowned). Renamed Rabble to Untrained, Veteran to Skilled, Expert to Elite, and the combat Legendary tier to Renowned; the Legendary Difficulty rung is unchanged.
  • 2026-08-08: Updated the character-creation references from the retired starting-XP model to the current 3 starting Advancement Points, and noted that Bonded Companions are Level-granted flavor rather than a purchase. Removed the deprecated Warden's warhound from the bonded-animal Kit note.
  • 2026-08-04: Renamed the Sword-and-Shield Kit to Weapon and Shield and broadened its weapon line to any one-handed melee weapon plus a shield; the weapon type in weapons.md and the style guide were renamed to match. Reach stays a two-handed-Kit feature.
  • 2026-08-04: Retitled to Weapon Kits. Added a Beasts as weapons section gathering the shared beast-Kit rules, and folded in the note that a Class's bonded animal and the matching Kit are one creature. The former beasts-and-mounts page was retired into the design record; its Kits already live here and its Rider unlock lives in the Specialty menu.
  • 2026-08-04: Added the Quarterstaff, Thrown, Relic-Bearer, and Shield-Breaker Kits. Greatsword's perk became Wide Sweep and Warhammer's became Weighted Strike (Stun); the old Guard-Breaker was retired, and Wyvern-Slayer was cut with its ignore-Guard effect rehomed to Shield-Breaker.
  • 2026-08-04: Alphabetized the Kit list, dropped the entry numbering, and moved all status, rename history, and design rationale off the page into the internal design notes, so the published page carries player-facing content only.
  • 2026-08-04: Rebuilt to the reference-page conventions: dropped the "Expanded System" title tag, standardized the field order to Weapons, Range, Hands, Perk, added a summary table, converted the Pike example to an Example callout, cleared em dashes, and linked published cross-references.
  • 2026-08-03: Added to the v0.3 playtest site.