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Equipment

Equipment refers to Weapons, Armor, and Shields and Gear that may be held or equipped by your Character. LIMITLESS doesn't prevent you from using any piece of equipment, but you will need to factor in Might and your Load limit to properly utilize Equipment.

Glossary

Armor

Armor passively increases the Poise of the body part it protects, making it less likely to become Wounded when struck. This makes Armor absolutely essential for Combat.

Attack Power

Attack Power (ATP) is a measure of how effective a weapon is at doing damage. The damage dealt by a weapon is the highest of Xd10 where X is the weapon's Attack Power. If the highest number in the damage pool is a 10, add 1d10 to the damage. Repeat this until something other than a 10 is rolled.

Damage Scaling

Weapon Damage is based on the Rank of the Stat it scales with. Your damage with that weapon will be the weapon's ATP or the relevant Stat's Rank, whichever is lower.

Defense

Defense prevents incoming damage and is rolled at the same time as damage rolls. The damage prevented is the highest of Xd6 where X is the defendants total Defense. If the highest number in the defense pool is a 6, add 1d6 to the Defense. Repeat this until something other than a 6 is rolled. If a Defense roll is equal to or higher than an Attack roll, then the attack has been completely deflected.

Usage

Usage is a simplified manner of keeping track of how much of a consumable item or ammunition remains. This will be represented by some die ranging from d4-d20. Whenever you use that item, roll its usage die. If the die rolled a 1 or 2, then the die goes down by one size from d20 > d12 > d10 > d8 > d6 > d4. When a 1 or 2 is rolled on a d4, then item is spent and no more of it remains.

Melee Weapons

Defending

Melee weapons can be used in lieu of Shields to defend against incoming damage from melee attacks when the target is able to defend. So long as a character is armed with a melee weapon and ready and able to defend, they have 1 Defense. See Combat for more information about defending.

Swords

SwordsATPScalingWeight
Dagger¹1DEX1
Rapier2DEX2
Sword3STR2
Estoc3DEX2
Longsword4STR3
Two-Handed Sword5STR4
  1. Can be thrown to a nearby location with a DEX check

Axes

AxesATPScalingWeight
Hatchet¹1STR1
Axe2STR2
Battle Axe4STR3
Great Axe6STR5
  1. Can be thrown to a nearby location with a STR check

Polearms

AxesATPScalingWeight
Spear¹2DEX2
Halberd5STR5
  1. Can be thrown to a nearby location with a STR check

Maces & Clubs

Blunt Weapons reduce all Poise granted from Armor to 1.

MacesATPScalingWeight
Club*1STR1
Quarterstaff*1DEX1
Spiked Club*2STR1
Flail2STR2
Mace2STR2
  • Breaks if a 10 is rolled for damage

Ranged Weapons

Ranged weapons require two hands and ammunition to operare and posses no melee capabilities.

Range

The range of the target should affect the Difficulty of the shot at the GM's discretion. See Movement & Distance for more information.

Cover

Cover increases the Difficulty of ranged attacks:

CoverDifficulty
0%-25%1
25%-50%2-5
50%-75%6-10
75%+10+
100%Impossible

Called Shots

You can choose location to target prior to making your Combat Check, but it will introduce a Difficulty determined by the GM.

Bows

BowsATPScalingWeight
Shortbow2DEX1
Composite Bow3DEX1
Longbow5DEX2

Crossbows

Unlike bows, crossbows use a bolt and are fired mechanically, so their ATP does not scale with any of your Stats. Additionally, once fired, they will need to be reloaded. Reloading a crossbow takes one round or 2 rounds for the Heavy Crossbow.

BowsATPScalingWeight
Hand Crossbow¹1DEX1
Light Crossbow2DEX1
Crossbow4DEX2
Heavy Crossbow²6DEX3
  1. One-handed weapon
  2. 2 rounds to reload

Armor

Armor provides passive protection by reducing incoming damage to the body part it protects.

Helms

TypePoiseWeight
Arming Cap11
Leather Helm21
Chain Hood32
Steel Helm42

Chests

TypePoiseWeight
Gambeson*11
Leather Armor22
Chain Armor33
Steel Armor44

Gauntlets

TypePoiseWeight
Leather Gloves11
Leather Gauntlets21
Chain Gauntlets32
Steel Gauntlets42

Leggings

TypePoiseWeight
Leather Boots11
Leather Armor22
Chain Leggings33
Steel Leggings44

Shields

Shields are defensive equipment that reduce incoming Damage when the target is able to Defend. Shields can also grant the defender cover when they're focusing their attention on a ranged attacker. See Combat for more information about defending.

ShieldsDEFWeightCover
Buckler1110%
Round Shield*2225%
Heater Shield2225%
Kite Shield2350%
Tower Shield2475%
  • Breaks if a 6 is rolled for Defense

Gear

GearUsageWeight
Arrowsd81
Backpack--
Bedroll-1
Bible--
Boltsd81
Crucifix--
Flask (Empty)d4-
Flint & Steel--
Handheld Mirror--
Holy Waterd4-
Lanternd6/hr1
Lantern Oild4-
Rosary--
Tankardd4-
Tent-2
Torchd6/hr1
Wineskind6-
10ft Pole--
50ft Rope--