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 | +1 | Engaged | Light, Concealable, Thrown (Near) |
| Short Sword | +2 | Engaged | Light, Versatile |
| Rapier | +2 | Engaged | Finesse, Parrying |
| Longsword | +2 | Engaged | Versatile |
| Scimitar | +2 | Engaged | Light, Keen |
| Greatsword | +4 | Engaged | Heavy, Two-Handed, Sweeping |
| Katana | +3 | Engaged | Two-Handed, Keen |
| War Axe | +3 | Engaged | Heavy, Brutal |
| Handaxe | +2 | Engaged | Light, Thrown (Near) |
| Mace | +2 | Engaged | Armor Piercing |
| Warhammer | +3 | Engaged | Heavy, Armor Piercing, Staggering |
| Morning Star | +3 | Engaged | Armor Piercing, Brutal |
| Spear | +2 | Eng/Near | Reach, Thrown (Near), Versatile |
| Halberd | +3 | Eng/Near | Reach, Heavy, Two-Handed |
| Glaive | +3 | Eng/Near | Reach, Two-Handed, Sweeping |
| Whip | +1 | Eng/Near | Reach, Disarming, Finesse |
| Gauntlets | +1 | Engaged | Light, Combo |
| Combat Staff | +1 | Engaged | Two-Handed, Defensive, Catalyst |
| Flail | +2 | Engaged | Bypassing |
| Trident | +2 | Eng/Near | Reach, Thrown (Near) |
Ranged Weapons (Mind)
Ranged weapons use Mind for attack checks. Thrown weapons (Javelin) use Body instead.
| Weapon | +Dmg | Range | Properties |
|---|---|---|---|
| Shortbow | +1 | Near/Far | Two-Handed, Quick |
| Longbow | +2 | Near/Far | Two-Handed, Precise |
| Composite Bow | +2 | Near/Far | Two-Handed, Quick, Precise |
| Crossbow | +3 | Near/Far | Two-Handed, Loading |
| Hand Crossbow | +1 | Near | Light, Concealable, Loading |
| Repeating Crossbow | +2 | Near/Far | Two-Handed, Repeating |
| Throwing Knives | +1 | Near | Light, Quick, Concealable |
| Javelin (Body) | +2 | Near | Thrown only, Armor Piercing |
| Sling | +1 | Near/Far | Concealable, Staggering |
| Bolas | +0 | Near | Light, target is Rooted (Short) on hit |
| Boomerang | +1 | Near | Thrown, 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 | +2 | Near | Light, Loud, Loading |
| Revolver | +3 | Near | Loud, Repeating |
| Pepperbox | +2 | Near | Light, Loud, Repeating |
| Musket | +4 | Near/Far | Two-Handed, Loud, Heavy Loading |
| Repeating Rifle | +3 | Near/Far | Two-Handed, Loud, Repeating |
| Carbine | +3 | Near/Far | Loud, Loading |
| Blunderbuss | +4 | Near | Two-Handed, Loud, Heavy Loading, Scatter |
| Sawn-Off Shotgun | +3 | Eng/Near | Loud, Heavy Loading, Scatter |
| Derringer | +2 | Eng/Near | Light, Loud, Concealable, Loading (2 shots) |
| Hand Cannon | +5 | Near | Heavy, 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/healing | Light, One-Handed |
| Orb | +1 Technique effective value | Light, One-Handed |
| Tome | +2 Technique bonus dmg/healing | Two-Handed, Heavy |
| Talisman | +1 Resolve while held | Light, One-Handed, Defensive |
| Arcane Staff | +1 Technique EV, +1 Technique bonus dmg | Two-Handed, doubles as melee (+1, Body) |
| Crystal Focus | +1 Technique EV on Sweep Techniques | Light, One-Handed |
| Holy Symbol | +1 Technique bonus healing, +1 Resolve vs. undead | Light, One-Handed |
| Bone Fetish | +2 Technique bonus dmg vs. single target | Light, 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) | +0 | Engaged (Thrown: Near) | None. Can be Thrown. |
| Heavy (chair, table leg, iron pot) | +1 | Engaged only | Heavy |
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 Piercing | Ignore 1 point of Guard from armor or shields. |
| Brutal | On Critical Hit: double your stat bonus (add stat × 2 instead of stat × 1 as crit bonus damage). |
| Bypassing | Ignore Guard bonuses from the Shielded status or equipped shields. |
| Catalyst | Can channel magical Techniques (see Catalysts section). |
| Combo | No multi-attack penalty on your 2nd Strike with this weapon. |
| Concealable | Can be hidden on your person. Mind check DC 12 to detect. |
| Defensive | +1 passive Guard while wielded. |
| Disarming | On Critical Hit: target drops their weapon in their zone. |
| Finesse | May use Mind instead of Body for melee attacks (choose each attack). |
| Heavy | −1 to initiative card value. |
| Heavy Loading | 2 actions to reload after firing. |
| Keen | Crit threshold is 5+ over defense instead of 6+. |
| Light | Can 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. |
| Loading | 1 action to reload after firing. |
| Loud | Firing alerts all creatures within Far range. |
| Parrying | +1 Guard in Active Guard stance. |
| Precise | +1 effective value at Far range. |
| Quick | No multi-attack penalty on your 2nd Strike. (Identical to Combo.) |
| Reach | Strike targets at Near range as well as Engaged. |
| Repeating | Multiple shots without reloading. A Repeating weapon can fire freely during a combat encounter without tracking individual ammunition. |
| Scatter | Hits all targets in the zone. −1 bonus damage. |
| Staggering | On Critical Hit: inflict Stunned (Short). |
| Sweeping | On Critical Hit: deal half damage (rounded down) to 1 adjacent enemy. |
| Thrown | Ranged attack at listed range using Body instead of Mind. |
| Two-Handed | Requires both hands. Cannot use shield or off-hand item. |
| Versatile | One 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 | +1 | — | Quiet. No stealth penalty. |
| Leather | +1 | — | Standard light armor. |
| Studded Leather | +1 | — | +1 Guard vs. Sweeping crit damage. |
| Hide | +1 | — | Primitive. Craftable in the wild. |
| Chain Shirt | +2 | — | Light medium armor. No stealth penalty. |
| Scale Mail | +2 | −1 Stealth | Resonant Plating: reduce Critical Hit damage taken by 3. |
| Breastplate | +2 | — | Generalist. No penalty, no special property. |
| Half Plate | +3 | −1 Stealth | Sturdy: +1 Guard when using Active Guard action (stacks with Parrying/Bulwark). |
| Chain Mail | +3 | −1 Stealth, −1 Init | Standard heavy armor. |
| Splint | +3 | −1 Stealth, −1 Init | Reinforced heavy armor. |
| Full Plate | +4 | −2 Stealth, −1 Init | The 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 | +1 | Light. Can wield a one-handed weapon in the other hand. |
| Round Shield | +1 | Can be Thrown (Near, +1 dmg, returns next turn). |
| Kite Shield | +2 | Standard. One-handed weapon only. |
| Tower Shield | +3 | Heavy. −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. |
| Torch | Illuminates zone + Near for 1 hour. Improvised weapon (+0, Burning on crit). |
| Lantern + Oil | Illuminates 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. |
| Lockpicks | Required 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. |
| Waterskin | Prevents dehydration for 1 day. |
| Bedroll | Reduces Full Rest time to 6 hours in the field (normally 8 without shelter). |
| Spyglass | Observe beyond Far range. +2 EV on extreme-distance perception checks. |
| Caltrops | Scatter 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. |
| Chalk | Mark 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 Potion | Restore 8 Vitality immediately. |
| Greater Healing Potion | Restore 15 Vitality immediately. |
| Antidote | Cleanse the Poisoned status effect. |
| Smelling Salts | Stabilize a Broken ally at 1 Vitality. No check required. |
| Firebomb | Ranged (Mind, Near) vs. Guard. +3 dmg, Burning (Short). Sweep: all in zone. |
| Smoke Bomb | Concealment in zone, 2 rounds. Attacks into/out of zone at −2 EV. |
| Flash Powder | Enemies in zone: Spirit DC 10 or Blinded (Short). |
| Thunderstone | Enemies in zone: Body DC 10 or Stunned (Short). Loud. |
| Alchemist's Fire | Ranged (Mind, Near) vs. Guard. +2 dmg, creates Burning zone (2 rounds). |
| Frost Flask | Ranged (Mind, Near) vs. Guard. +1 dmg, Frozen (Long). Icy terrain. |
| Scroll of Warding | Fortified (+2 Resolve) to all allies in zone, 3 rounds. Requires Spirit 2. |
| Stamina Tonic | Shuffle 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 Blade | Longsword | On hit, deal +1 fire damage. On crit, inflict Burning (Short) in addition to normal crit effects. |
| Frostguard Shield | Kite Shield | While wielded, you are immune to the Frozen status effect. Melee attackers who miss you take 1 cold damage. |
| Cloak of Shifting | Wondrous (worn) | Once per rest, become invisible until you attack or take damage. While invisible, enemies cannot target you. |
| Heartstone Pendant | Wondrous (worn) | +1 Heart while worn. Once per rest, when you heal an ally, double the Vitality restored. |
| Stormcaller Bow | Longbow | On crit, the arrow erupts: deal half damage to all enemies in the target's zone (as Sweeping). |
| Soulchain Orb | Orb catalyst | +2 Technique EV instead of +1. When you inflict a status effect via Technique, extend its duration by 1 round. |
| Boots of the Gale | Wondrous (worn) | Your Stride does not provoke Brace reactions. Once per combat, Dash as 1 action instead of 2. |
| Ironbark Armor | Medium armor | No stealth penalty. Once per rest, when you would take damage that reduces you below half Vitality, reduce that damage by 5. |
| Ring of the Comet | Wondrous (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 Revolver | Revolver | Attacks target Resolve instead of Guard. Silent (no Loud property). Ammunition is spectral—never needs reloading. |
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 |
|---|---|
| Bits | Loose change. Enough for a meal at a tavern, a bed for the night, or a few cheap candles. |
| Silvers | A proper day's pay. Enough for a new piece of common gear, a round of drinks for the party, or a modest inn room. |
| Gems | A significant sum. Enough for a quality weapon, a set of light armor, a spell scroll, or passage on an airship. |
| Pouches | A serious treasure. Enough for a fine weapon, a suit of heavy armor, a trained mount, or a small house in a village. |
| Fortunes | Life-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.