Equipment & Gear

Weapons, armor, consumables, and the economy of adventure

Equipment in Halcyon Aces isn't just numbers on a sheet—it defines your tactical identity. A rapier-and-buckler duelist plays fundamentally differently from a greatsword berserker or an orb-wielding arcanist, even before Traits and Techniques come into play.

How Weapons Work

Since damage equals (Effective Value − Defense) + Weapon Bonus, a weapon's Bonus Damage is a flat addition on every hit. Weapons with higher Bonus Damage amplify every successful attack, while weapons with lower Bonus Damage compensate with useful properties. A dagger (+1) hits more often thanks to Light and Concealable. A greatsword (+4) turns every hit into a devastating blow. Neither is strictly better—they serve different builds and strategies.

Weapons also carry properties that define their tactical identity. Properties matter at least as much as raw damage. The full property glossary follows the weapon tables.

Melee Weapons (Body)

Melee weapons use Body for attack checks. Weapons with Finesse can use Mind instead. All melee weapons function at Engaged range unless they have Reach.

Weapon +Dmg Range Properties
Dagger+1EngagedLight, Concealable, Thrown (Near)
Short Sword+2EngagedLight, Versatile
Rapier+2EngagedFinesse, Parrying
Longsword+2EngagedVersatile
Scimitar+2EngagedLight, Keen
Greatsword+4EngagedHeavy, Two-Handed, Sweeping
Katana+3EngagedTwo-Handed, Keen
War Axe+3EngagedHeavy, Brutal
Handaxe+2EngagedLight, Thrown (Near)
Mace+2EngagedArmor Piercing
Warhammer+3EngagedHeavy, Armor Piercing, Staggering
Morning Star+3EngagedArmor Piercing, Brutal
Spear+2Eng/NearReach, Thrown (Near), Versatile
Halberd+3Eng/NearReach, Heavy, Two-Handed
Glaive+3Eng/NearReach, Two-Handed, Sweeping
Whip+1Eng/NearReach, Disarming, Finesse
Gauntlets+1EngagedLight, Combo
Combat Staff+1EngagedTwo-Handed, Defensive, Catalyst
Flail+2EngagedBypassing
Trident+2Eng/NearReach, Thrown (Near)

Ranged Weapons (Mind)

Ranged weapons use Mind for attack checks. Thrown weapons (Javelin) use Body instead.

Weapon +Dmg Range Properties
Shortbow+1Near/FarTwo-Handed, Quick
Longbow+2Near/FarTwo-Handed, Precise
Composite Bow+2Near/FarTwo-Handed, Quick, Precise
Crossbow+3Near/FarTwo-Handed, Loading
Hand Crossbow+1NearLight, Concealable, Loading
Repeating Crossbow+2Near/FarTwo-Handed, Repeating
Throwing Knives+1NearLight, Quick, Concealable
Javelin (Body)+2NearThrown only, Armor Piercing
Sling+1Near/FarConcealable, Staggering
Bolas+0NearLight, target is Rooted (Short) on hit
Boomerang+1NearThrown, returns on miss

Firearms (Mind)

Firearms use Mind for attack checks. All firearms have the Loud property—firing one alerts every creature within Far range. Firearms hit hard but demand action investment to reload, which makes Guncraft's Quick Reload Trait a near-mandatory pickup for dedicated gunslingers. Weapons with the Repeating property can fire multiple times without reloading during a combat encounter—no shot counting required.

Weapon +Dmg Range Properties
Pistol+2NearLight, Loud, Loading
Revolver+3NearLoud, Repeating
Pepperbox+2NearLight, Loud, Repeating
Musket+4Near/FarTwo-Handed, Loud, Heavy Loading
Repeating Rifle+3Near/FarTwo-Handed, Loud, Repeating
Carbine+3Near/FarLoud, Loading
Blunderbuss+4NearTwo-Handed, Loud, Heavy Loading, Scatter
Sawn-Off Shotgun+3Eng/NearLoud, Heavy Loading, Scatter
Derringer+2Eng/NearLight, Loud, Concealable, Loading (2 shots)
Hand Cannon+5NearHeavy, Loud, Heavy Loading, Staggering

Catalysts (Spirit)

Catalysts channel magical energy into Techniques. They can't be used for basic Strikes—use Arcane Spark from Magecraft for that. Instead, catalysts grant bonuses to Spirit-affinity and Heart-affinity Techniques. A character without a catalyst can still use Techniques; catalysts just make them hit harder or land more reliably.

Catalyst Bonus Properties
Wand+1 Technique bonus dmg/healingLight, One-Handed
Orb+1 Technique effective valueLight, One-Handed
Tome+2 Technique bonus dmg/healingTwo-Handed, Heavy
Talisman+1 Resolve while heldLight, One-Handed, Defensive
Arcane Staff+1 Technique EV, +1 Technique bonus dmgTwo-Handed, doubles as melee (+1, Body)
Crystal Focus+1 Technique EV on Sweep TechniquesLight, One-Handed
Holy Symbol+1 Technique bonus healing, +1 Resolve vs. undeadLight, One-Handed
Bone Fetish+2 Technique bonus dmg vs. single targetLight, One-Handed, Cursed (−1 Resolve to wielder)

Improvised Weapons

When a character attacks with an object not designed as a weapon, it counts as improvised. Improvised weapons use Body and break on a Critical Hit. The Brawler Talent applies to all improvised weapon attacks.

Type Bonus Dmg Range Properties
Standard (bottle, rock, tool)+0Engaged (Thrown: Near)None. Can be Thrown.
Heavy (chair, table leg, iron pot)+1Engaged onlyHeavy

Weapon Properties Glossary

Properties are listed alphabetically. When a property references a specific game term, see the Core Rules for the full definition.

Property Effect
Armor PiercingIgnore 1 point of Guard from armor or shields.
BrutalOn Critical Hit: double your stat bonus (add stat × 2 instead of stat × 1 as crit bonus damage).
BypassingIgnore Guard bonuses from the Shielded status or equipped shields.
CatalystCan channel magical Techniques (see Catalysts section).
ComboNo multi-attack penalty on your 2nd Strike with this weapon.
ConcealableCan be hidden on your person. Mind check DC 12 to detect.
Defensive+1 passive Guard while wielded.
DisarmingOn Critical Hit: target drops their weapon in their zone.
FinesseMay use Mind instead of Body for melee attacks (choose each attack).
Heavy−1 to initiative card value.
Heavy Loading2 actions to reload after firing.
KeenCrit threshold is 5+ over defense instead of 6+.
LightCan dual-wield with another Light weapon. Off-hand Strike ignores the −2 multi-attack penalty but uses the off-hand weapon's bonus damage only.
Loading1 action to reload after firing.
LoudFiring alerts all creatures within Far range.
Parrying+1 Guard in Active Guard stance.
Precise+1 effective value at Far range.
QuickNo multi-attack penalty on your 2nd Strike. (Identical to Combo.)
ReachStrike targets at Near range as well as Engaged.
RepeatingMultiple shots without reloading. A Repeating weapon can fire freely during a combat encounter without tracking individual ammunition.
ScatterHits all targets in the zone. −1 bonus damage.
StaggeringOn Critical Hit: inflict Stunned (Short).
SweepingOn Critical Hit: deal half damage (rounded down) to 1 adjacent enemy.
ThrownRanged attack at listed range using Body instead of Mind.
Two-HandedRequires both hands. Cannot use shield or off-hand item.
VersatileOne or two hands. Two-handed: +1 bonus damage.

Armor

Armor increases your passive Guard. Guard from armor stacks with your base Guard (5 + Body) and any shield. Heavier armor provides better protection but can penalize stealth checks and initiative. The tradeoff is real: a rogue in padded leather moves silently and acts quickly; a knight in full plate is nearly untouchable but announces herself from three rooms away.

Armor +Guard Penalty Notes
None+0
Padded+1Quiet. No stealth penalty.
Leather+1Standard light armor.
Studded Leather+1+1 Guard vs. Sweeping crit damage.
Hide+1Primitive. Craftable in the wild.
Chain Shirt+2Light medium armor. No stealth penalty.
Scale Mail+2−1 StealthResonant Plating: reduce Critical Hit damage taken by 3.
Breastplate+2Generalist. No penalty, no special property.
Half Plate+3−1 StealthSturdy: +1 Guard when using Active Guard action (stacks with Parrying/Bulwark).
Chain Mail+3−1 Stealth, −1 InitStandard heavy armor.
Splint+3−1 Stealth, −1 InitReinforced heavy armor.
Full Plate+4−2 Stealth, −1 InitThe heaviest protection available.

Shields

Shields add to passive Guard and occupy one hand. Shield Guard stacks with armor Guard and base Guard.

Shield +Guard Notes
Buckler+1Light. Can wield a one-handed weapon in the other hand.
Round Shield+1Can be Thrown (Near, +1 dmg, returns next turn).
Kite Shield+2Standard. One-handed weapon only.
Tower Shield+3Heavy. −1 Initiative. Stride costs 2 actions.

Adventuring Gear

These items are common adventuring equipment. Most are available in any settlement. The GM may rule that specific items are unavailable in remote or unusual locations.

Item Effect
Rope (50 ft)+2 EV on climbing checks when anchored. Can bind a grappled target.
TorchIlluminates zone + Near for 1 hour. Improvised weapon (+0, Burning on crit).
Lantern + OilIlluminates Near for 4 hours. More wind-resistant than a torch.
Healer's Kit (5)+2 EV on Heart checks to stabilize Broken allies. Required for Field Medic.
LockpicksRequired for Vaultbreaker talent. Without them, picking locks is at −4 EV.
Grappling Hook+2 EV to scale walls or cross gaps. Requires rope.
Rations (3 days)Prevents exhaustion from hunger during travel.
WaterskinPrevents dehydration for 1 day.
BedrollReduces Full Rest time to 6 hours in the field (normally 8 without shelter).
SpyglassObserve beyond Far range. +2 EV on extreme-distance perception checks.
CaltropsScatter in zone. Enemies entering take 1 dmg; Body DC 8 or Rooted 1 round.
Mirror (small)See around corners. Useful against gaze attacks.
Crowbar+2 EV on Body checks to force open doors, chests, or lids.
Disguise Kit+2 EV on Heart checks involving disguise. Required for extended impersonation.
Climber's Kit+2 EV on climbing. Prevents falling on failed check (hang in place).
Cartographer's Tools+2 EV on navigation/mapping Mind checks. Can create reliable maps.
Chain (10 ft)Can bind a target or serve as improvised weapon. Harder to cut than rope.
ChalkMark paths, draw diagrams, leave messages.

Consumables

Consumables are one-use items anyone can use. Using a consumable costs 1 action (Interact). They're valuable in combat but limited by supply—the GM determines availability and pricing.

Consumable Effect
Healing PotionRestore 8 Vitality immediately.
Greater Healing PotionRestore 15 Vitality immediately.
AntidoteCleanse the Poisoned status effect.
Smelling SaltsStabilize a Broken ally at 1 Vitality. No check required.
FirebombRanged (Mind, Near) vs. Guard. +3 dmg, Burning (Short). Sweep: all in zone.
Smoke BombConcealment in zone, 2 rounds. Attacks into/out of zone at −2 EV.
Flash PowderEnemies in zone: Spirit DC 10 or Blinded (Short).
ThunderstoneEnemies in zone: Body DC 10 or Stunned (Short). Loud.
Alchemist's FireRanged (Mind, Near) vs. Guard. +2 dmg, creates Burning zone (2 rounds).
Frost FlaskRanged (Mind, Near) vs. Guard. +1 dmg, Frozen (Long). Icy terrain.
Scroll of WardingFortified (+2 Resolve) to all allies in zone, 3 rounds. Requires Spirit 2.
Stamina TonicShuffle 4 cards from fatigue into deck. Cannot use in combat.

Magical & Enchanted Items

Magical items are rare, powerful, and never available for purchase at standard shops. They are found as loot, earned as quest rewards, or crafted through story-driven processes. Each magical item has a unique property that goes beyond normal equipment. The GM decides when and how these items enter the game. Here is a selection of examples to establish the power level and style:

Item Type Property
Emberfang BladeLongswordOn hit, deal +1 fire damage. On crit, inflict Burning (Short) in addition to normal crit effects.
Frostguard ShieldKite ShieldWhile wielded, you are immune to the Frozen status effect. Melee attackers who miss you take 1 cold damage.
Cloak of ShiftingWondrous (worn)Once per rest, become invisible until you attack or take damage. While invisible, enemies cannot target you.
Heartstone PendantWondrous (worn)+1 Heart while worn. Once per rest, when you heal an ally, double the Vitality restored.
Stormcaller BowLongbowOn crit, the arrow erupts: deal half damage to all enemies in the target's zone (as Sweeping).
Soulchain OrbOrb catalyst+2 Technique EV instead of +1. When you inflict a status effect via Technique, extend its duration by 1 round.
Boots of the GaleWondrous (worn)Your Stride does not provoke Brace reactions. Once per combat, Dash as 1 action instead of 2.
Ironbark ArmorMedium armorNo stealth penalty. Once per rest, when you would take damage that reduces you below half Vitality, reduce that damage by 5.
Ring of the CometWondrous (worn)When your deck has 10 or fewer cards, +2 to all effective values (replaces Iron Will if you have it—does not stack).
Ghostfire RevolverRevolverAttacks target Resolve instead of Guard. Silent (no Loud property). Ammunition is spectral—never needs reloading.
Magical Item Design Philosophy

Magical items should feel special—not like incremental upgrades. Each item in this table does something that no combination of mundane equipment can replicate. The Ghostfire Revolver doesn't just deal more damage; it fundamentally changes how a gunslinger interacts with the combat system by targeting Resolve and eliminating reload management. The Heartstone Pendant doesn't just add +1 Heart; it creates a dramatic once-per-rest moment where a heal becomes a lifesaving surge.

Currency System

Halcyon Aces uses an abstract but tactile currency system rather than tracking individual coins. The deck-as-resource mechanic provides the core tension, but money should still feel tangible and meaningful. Rather than tracking exact numbers, currency is measured in units that describe what you can afford:

Denomination Value
BitsLoose change. Enough for a meal at a tavern, a bed for the night, or a few cheap candles.
SilversA proper day's pay. Enough for a new piece of common gear, a round of drinks for the party, or a modest inn room.
GemsA significant sum. Enough for a quality weapon, a set of light armor, a spell scroll, or passage on an airship.
PouchesA serious treasure. Enough for a fine weapon, a suit of heavy armor, a trained mount, or a small house in a village.
FortunesLife-changing wealth. Enough to fund an expedition to a lost ruin, pay off a kingdom's debt, or buy a noble title.

Exchange Rates

1 Fortune = 2 Pouches = 6 Gems = 24 Silvers = 120 Bits
(Breakdown: 5 Bits = 1 Silver, 4 Silvers = 1 Gem, 3 Gems = 1 Pouch, 2 Pouches = 1 Fortune)

Starting Wealth

Most starting characters begin with 1 Pouch (which can be broken down into smaller denominations as needed). The GM may adjust this based on your Background—a Fallen Noble might start with 1 Pouch and 2 Gems; a Street Urchin might start with just a handful of Silvers and a single valuable keepsake to compensate.

Earning and Spending

Between sessions, the GM awards currency based on story events. A lucrative bounty might pay 2 Gems. Discovering a dragon's leftover hoard might be the equivalent of 1 Fortune. Paying for a night's lodging at a fancy inn might cost a few Silvers. Commissioning a custom magical blade might cost 2 Pouches and a favor.

This system is designed for speed and feel. You don't need to calculate exact change; you just need to know if you have the right "denomination" for a purchase. Magical items are rarely available for purchase with standard currency—they are found in dungeons, earned through quests, or crafted by skilled artisans.