Left for the Vultures tracks only equipment that affects play. Armor adds to Defense, and more when you take the Guard action (plus your Resilience). Heavy armor and heavy weapons require the matching General Mastery. Light weapons take no slot at all.
Armor
Light Armor
Defense 4 / 5 when Guarding · 1 slot
| Armor | Def | Guard | Slots | Move | Benefit |
|---|---|---|---|---|---|
| Leather | 4 | 5 | 1 | — | Regain 2 Grit if you take no damage from an attack while Guarding. |
| Brigandine | 4 | 5 | 1 | — | When your initiative is 1, you may act on initiative count 10 instead. |
| Iorica Segmentata | 4 | 6 | 1 | — | Guard bonus is 6 instead of 5. |
Medium Armor
Defense 5 / 7 when Guarding · 2 slots · -5 movement · -2 to Hide
| Armor | Def | Guard | Slots | Move | Benefit |
|---|---|---|---|---|---|
| Chainmail | 5 | 7 | 2 | -5 | No penalties when traversing harsh terrain. |
| Jack of Plate | 5 | 7 | 2 | -5 | No Hidden penalty. Can be concealed under clothing. |
| Splinted Mail | 5 | 7 | 2 | -5 | Weapons with bonuses against armored opponents don't get those bonuses against you. |
| Breastplate | 5 | 7 | 2 | -5 | +3 Defense vs critical damage. |
| Cuirass | 5 | 7 | 2 | -5 | +1 to Composure checks. +1 Defense vs critical damage. |
Heavy Armor
Defense 7 / 9 when Guarding · 3 slots · -10 movement · cannot Hide or swim · requires the Heavy Armor Mastery
| Armor | Def | Guard | Slots | Move | Benefit |
|---|---|---|---|---|---|
| Plate Mail | 7 | 9 | 3 | -10 | +3 Defense vs critical damage. Requires Heavy Armor Mastery. |
| Gothic Plate | 7 | 9 | 3 | -10 | +2 to Composure checks. Regain 2 Grit if no damage while Guarding. Requires Heavy Armor Mastery. |
| Black Armor | 8 | 9 | 3 | -10 | Defense is 8 when not Guarding. Once per round, reduce MH damage from outside sources by 1. Requires Heavy Armor Mastery. |
Helmets & Shields
Worn alongside body armor
| Armor | Def | Guard | Slots | Move | Benefit |
|---|---|---|---|---|---|
| Helmet | 1 | 1 | 1 | — | +1 Defense at all times. You are more easily identified. |
| Shield | 0 | 2 | 1 | — | +2 Defense on Guard. Cannot use two-handed or heavy weapons. Dropping is free; equipping takes an action. |
Weapons
Light Weapons
0 slots · no critical damage
| Weapon | Damage | Slots | Benefit |
|---|---|---|---|
| Brass Knuckles / Steel Claws | 1 + F | 0 | — |
| Dagger | 3 + F | 0 | — |
| Hammer | 3 + F | 0 | — |
| Handaxe | 3 + F | 0 | — |
| Hook | 3 + F | 0 | — |
| Machete | 3 + F | 0 | — |
| Sickle | 3 + F | 0 | — |
One-Handed Weapons
1 slot
| Weapon | Damage | Slots | Benefit |
|---|---|---|---|
| Arming Sword | 1d6* + F | 1 | Martial Balance: on initiative 10, regain 1 Grit. |
| Bearded Axe | 1d6* + 1 + F | 1 | Hook the Shield: no shield bonus against you. |
| Cutlass | 1d4* + 1 + F | 1 | Nimble Guard: +2 Defense vs two-handed/heavy weapons. |
| Falchion | 1d4* + F | 1 | Cleaver's Edge: +3 damage vs unarmored opponents. |
| Flail | 1d8* + 1 + F | 1 | Wild Momentum: -2 Defense until your next turn when you score critical damage (compounds). |
| Gladius | 1d6* + F | 1 | Shield Line: paired with a shield, add its Defense bonus even on the Attack action. |
| Mace | 1d6* + F | 1 | Blunt Force: Daze on critical. |
| Messer | 1d6* + F | 1 | Ruthless Grip: extra attack against another enemy in range when target is killed. |
| Morningstar / Pernach | 1d6* + 1 + F | 1 | Armor Ripper: armored opponents have -2 Defense vs your attacks. |
| Ulfberht Sword | 1d6* + F | 1 | Master-Forged: on critical, roll 2d4* instead of 1d6*, rolling an extra d4* for each 4 rolled. |
Two-Handed Weapons
1 slot · no shield
| Weapon | Damage | Slots | Benefit |
|---|---|---|---|
| Heavy Flail | 1d10* + F | 1 | Pound Down: critical Knocks Down targets Big or smaller. |
| Quarterstaff | 1d8* + F | 1 | Reach: 5 or 10 ft range. |
| Zweihander | 1d12* + F | 1 | Compounding Criticals: first critical rolls 2d4* instead of an extra d12; each d4 that maxes adds 1d12*. |
One or Two-Handed Weapons
1 slot
| Weapon | Damage | Slots | Benefit |
|---|---|---|---|
| Bastard Sword | 1d6* + F / 1d10* + F | 1 | Heaving Blade: wielded 2H, +1 Ferocity until end of combat each time initiative is 1 (compounds, exceeds 10). |
| Germanic Axe | 1d6* + F / 2d4* + F | 1 | Cleave: once per round (2H), extra 1d4* on critical. |
| Spear | 1d6* + F / 1d8* + F | 1 | Counter the Blade: sword users have -2 Defense vs your attacks. |
| Spetum | 1d6* + F / 2d4* + F | 1 | Warding Reach: flanking attackers counted against you reduced by 1. No shield bonus against you. |
Heavy Weapons
2 slots · requires the Heavy Weapons Mastery
| Weapon | Damage | Slots | Benefit |
|---|---|---|---|
| Bardiche / War Scythe | 1d12* + F | 2 | Sweeping Execution: 5-10 ft range. When flanked, each attack may also deal 4 PH to a different target. |
| Bec de Corbin (Raven's Peak) | 1d12* + F | 2 | Hook and Control: allies with a Flanking bonus vs your attack target add 3 to their damage. |
| Claymore | 2d6* + F | 2 | Break the Line: on critical, 2 PH to another creature within 10 ft. |
| Glaive | 2d4* + 1 + F | 2 | Sweeping Strike: 5-10 ft range. Enemies within 10 ft take 2 PH when moving away. |
| Lucerne Hammer | 3d4* + F | 2 | Crack Through their Defenses: once per initiative cycle on critical, target -1 Defense until end of combat (compounds). |
| Partisan | 2d4* + F | 2 | Set for Charge: enemies moving within 10 ft for the first time take 2 PH. |
Ranged Weapons
1 slot · ammunition takes an additional slot
| Weapon | Damage | Slots | Range | Ammo | Benefit |
|---|---|---|---|---|---|
| Aklys | 1d4* + F + N | 1 | 15 ft | 1 | Use action to return to hand. |
| Crossbow | 1d10* + N | 1 | 100 ft | 10 | Must reload (action or 3 Grit). Two-handed. |
| Hand Crossbow | 1d6* + N | 1 | 50 ft | 25 | Must reload (action or 3 Grit). |
| Throwing Spear | 2d4* + F + N | 1 | 25 ft | 1 | — |
| Bow | 1d10* + F + N | 1 | 150 ft | 20 | Must aim: no movement (including free 10 ft) when attacking. Requires Archery Mastery. |
Other Equipment
Each takes 1 slot and is consumed on use unless its entry says otherwise.
Concoctions
| Item | Slots | Effect |
|---|---|---|
| Ashbrew | 1 | Heal 1d4* MH, then take 2 PH damage. |
| Bear Pepper | 1 | One creature within 15 ft becomes Dazed. |
| Bloodthorn Extract | 1 | A Bleeding target within 15 ft adds 2 to its Bleeding value. |
| Corpse Wax | 1 | Rub on skin: +2 Defense until you take PH damage. |
| Essence of Stirring | 1 | +10 free feet of movement on your turn. |
| Flame Food | 1 | A Burning creature within 15 ft adds 2 to its Burning value. |
| Liquid Courage | 1 | Immune to Terrified until the next initiative cycle. You are Poisoned 2. |
| Smoke Kit | 1 | +3 to Hiding checks until the end of the initiative cycle. |
| Void Dust | 1 | Heal 1d4* PH, then take 2 MH damage. |
| Vomit Tonic | 1 | Immune to Nauseated until the end of the initiative cycle. You are Poisoned 2. |
Miscellaneous Items
| Item | Slots | Effect |
|---|---|---|
| Caltrops | 1 | Cover up to 15 ft: becomes Harsh Terrain, 1 PH per 5 ft moved through. |
| Blood-letting Leeches | 1 | Remove the Poisoned condition. Take 1 PH that cannot be prevented. |
| Grave Salt | 1 | Line up to 15 ft: hags, horrors, and living dead touching it take 2 PH. |
| Lantern and Oil | 1 | Light in a 50 ft radius from the lantern. |
| Lucky Charm | 1 | Once per moon, reroll one die. Not consumed on use. |
| Serrated Shackles | 1 | Auto-succeed a grapple check; take 1 PH per round maintained. Destroyed when the grapple ends. |
| Sorrow Candle | 1 | Light it. Any mindless Living Dead within 15 ft must move toward it on their turn. Lasts until the initiative cycle ends. |
| Symbol of Faith | 1 | +2 to any check or roll against possession. Not consumed on use. |
| Tiny Stray Animal | 2 | Once per moon, heal 2 MH. Not consumed — may be used indefinitely. |
| Tallow Plug | 1 | Stops one Bleeding condition instantly. Take 1 PH that cannot be prevented. |
| Witchpins | 1 | +2 Ferocity for the combat, but Bleeding 1. Max one per combat. |
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