Skip to content

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.

Attack

Attack represents how damaging a Weapon is. Spend Stamina up to the Weapon’s Attack value to roll that many d10s. Take the highest roll as your damage. If you roll a 10, add another d10 to the damage and keep going until you something other than 10.

Defense

Defense reduces incoming damage. Spend Stamina up to your Weapon's, Shield's and Armors Defense value to roll that many d6s. Take the highest roll as your Defense. If you roll a 6, add another d6 and keep going until you roll less than 6. If your final result equals or beats the attacker’s damage, the attack is fully blocked.

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.

Dual Weilding

Dual weilding grants

Swords

Swords are versatile melee weapons with good attack and defense.

SwordsAttack (d10s)Defense (d6s)TypeWeight
Dagger10Dexterity1
Rapier11Dexterity1
Sword21Strength2
Estoc21Dexterity2
Long Sword32Strength3
Bastard Sword42Strength4
Zweihander52Strength5

Axes

Axes are fearsome weapons that can do serious damage but offer little defense.

AxesAttack (d10s)Defense (d6s)TypeWeight
Hatchet11Strength1
Axe31Strength3
Battle Axe51Strength5
Great Axe71Strength7

Clubs

Clubs reduce any armor protection to 1.

ClubsAttack (d10s)Defense (d6s)TypeWeight
Club¹10Strength1
Spiked Club¹20Strength2
Flail²20Dexterity2
Mace20Strength2
Morning Star20Strength2
  1. Breaks if a 10 is rolled for damage
  2. Reduces Defenders Defense pool to 1

Shields

Shields provide Defense when activated by spending Stamina as well as cover.

ShieldsDefense (d6s)CoverWeight
Buckler110%1
Round Shield225%2
Heater Shield333%3
Kite Shield350%3
Tower Shield375%3

Bows

Unlike Melee weapons, a bow must be fully drawn to be fired, so it always requires Stamina equal to the bow's attack to weild effectively.

BowsAttack (d10s)TypeWeight
Short Bow1Dexterity1
Composite Bow2Dexterity2
Longbow3Dexterity3

Crossbows

Unlike Nows, Crossbows use bolts and are fired mechanically, and require no Energy to shoot. Additionally, once fired, they will need to be reloaded. Reloading a Crossbow takes one round and as much Energy as the Crossbow's Attack.

CrossbowsAttack (d10s)TypeWeight
Hand Crossbow1Dexterity1
Crossbow3Dexterity3
Heavy Crossbow5Dexterity5

Armor

Armor provides protection on every incoming hit.

EquipmentDefenseWeight
Gambeson22
Leather Armor33
Chainmail55
Brigandine67
Plate78

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-1
50ft Rope-1