Weapons

Weapons are item wielded by a character and used by many actions with the intent to cause harm.
To use a weapon, a character must wield it. Each weapon requires one or both hands to wield; to wield a weapon, a character must spend their fast action on their turn (doing so allows them to stash any other weapons they are wielding, and wield as many weapons as they can). Unless the narrator says otherwise, at the start of any danger, all characters may wield any weapons of their choice as a free action.
Weapons are used by the Attack (Weapon) action, and similar actions. Each weapon below has a profile describing how many hands are needed to wield it, how far a valid target can be from the character using the weapon, what check to make to determine if the weapon strike is successful, how much damage the weapon deals, and any additional effects or rules associated with that weapon.
Axe • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Armor, Damage: d6
Value: 3 Crowns
Battleaxe • Weapon
Hands: 2, Range: adjacent, Check: Bravery vs Armor +1, Damage: d10
Value: 20 Crowns
Blunderbuss • Weapon
Hands: 2, Range: nearby, Check: Wits vs Adventure, Damage: 3d4
Reloading takes a full minute, and is too slow to perform while in danger.
Value: 500 Crowns
Bow • Weapon
Hands: 2, Range: far, Check: Bravery vs Armor +1, Damage: d6
Bows cannot be used against an adjacent target.
Value: 10 Crowns
Broadsword • Weapon
Hands: 2, Range: adjacent, Check: Bravery vs Armor +1, Damage: d8
A critical hit also adds an additional d2 damage.
Value: 20 Crowns
Club • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Steel, Damage: d6
Value: 1 Crown
Crossbow • Weapon
Hands: 2, Range: nearby, Check: Bravery vs Armor, Damage: d10
Reloading a crossbow takes a full turn (no other actions or movement can occur).
Value: 40 Crowns
Dagger • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Adventure, Damage: d4
Once per encounter, an attack made with a dagger can be counted as a fast action.
Value: 2 Crowns
Flail • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Adventure, Damage: d8
A critical hit also adds a weakened condition (do not test for unconsciousness unless the character is now past their breakpoint).
Value: 25 Crowns
Flintlock • Weapon
Hands: 1, Range: nearby, Check: Adventure vs Armor -1, Damage: 2d6
Reloading takes a full minute, and is too slow to perform while in danger.
Value: 500 Crowns
Morningstar • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Armor, Damage: d8
A critical hit also damages one random piece of armor (it cannot be used again until repaired, at a cost of half its value).
Value: 25 Crowns
Shortbow • Weapon
Hands: 2, Range: nearby, Check: Bravery vs Armor, Damage: d4
Value: 10 Crowns
Spear • Weapon
Hands: 2, Range: adjacent, Check: Bravery vs Armor -2, Damage: d4
Value: 2 Crowns
Staff • Weapon
Hands: 2, Range: adjacent, Check: Bravery vs Armor +1, Damage: d6
When making the check, you may use Adventure or Bravery.
Value: 2 Crowns
Sword • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Armor, Damage: d4
You may optionally wield the sword with 2 hands; if so, its damage is d8 instead of d4.
Value: 10 Crowns
Thrown Weapon • Weapon
Hands: 1, Range: nearby, Check: Bravery vs Adventure, Damage: d4
Value: 1 Crown
Warhammer • Weapon
Hands: 1, Range: adjacent, Check: Bravery vs Armor -1, Damage: d6
Value: 15 Crowns