Perks: Equipment Specialties

 

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Equipment Specialties

This is your equipment, there are others like it but this is yours. If you want to excel in wielding one particular weapon, foci, shield, or using armor, these Perks will do that for you. You can add effects to your Aced Attacks, gain bonus damage or even do damage when you miss with an attack. Not all equipment functions the same way, so be sure your weapon is the right one for you.
The Perks below require the specific piece of equipment to function. You only gain the benefits of the Perks when using the equipment.
All Status Effects applied by these Perks have a Duration of 1 Round unless otherwise specified within the Perk description.

Light Melee Weapons

Cat Claws
Tier 2
+½ Reflexes or Brawn to damage and you cannot be disarmed.
When you Ace a Melee Attack, you can make a Special Melee Attack, dealing Reflexes damage.

Club
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, the Target falls Prone and is Slowed.

Dagger
Tier 2
When you miss with a Melee Attack, the Target takes +½ Reflexes or Finesse damage.
When you Ace a Melee Attack, the Target is Wounded: +1 until the end of the Combat.

Double Sided Axe
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, all Adjacent foes take Brawn damage.

Double Sided Axe
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, all Adjacent foes take Brawn damage.

Double Sided Sword
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, all Adjacent foes Target grant Advantage to all Attacks against them for 1 Round.

Hammer
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target is Stunned.

Hatchet
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target is Weakened.

Shortsword
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, the Target grants Advantage to all Attacks against them for 1 Round.

Whip
Tier 2
Melee Attacks with your whip becomes Chain: 3.
Reach +2, but you do not add Brawn or Reflexes to damage.
When you Ace a Melee Attack, the Target falls Prone.

Medium Melee Weapons

Battle Axe
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target takes an additional +½ Brawn damage.

Flail
Tier 2
+½ Brawn to damage.
When you miss on a Melee Attack, the Target takes +½ Brawn damage.

Katana
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, the Target is Wounded: +1 for the combat.

Longsword
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, the Target grants Advantage to all Attacks against them.

Mace
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target is Weakened.

Quarterstaff
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, you can make a Special Melee Attack as a Free Action, dealing Reflexes damage.

Rapier
Tier 2
+½ Reflexes to damage.
Your Melee Attacks with a rapier deal 1 extra damage per Success over the Target’s PD.
When you Ace a Melee Attack, the Target has Disadvantage on all rolls.

Scimitar
Tier 2
+½ Reflexes to damage.
When you Ace a Melee Attack, all other Adjacent foes take Reflexes damage.

Warhammer
Tier 2
+½ Brawn to damage. You ignore Hardness.
When you Ace a Melee Attack, you lower the Target’s Physical Defense by 1.

Heavy Melee Weapons

Great Axe
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target takes an additional +½ Brawn damage.

Great Sword
Tier 2
+½ Brawn to damage.
When you Ace a Melee Attack, the Target falls Prone and is Stuck.

Maul
Tier 2
+½ Brawn to damage. You ignore Hardness.
When you Ace a Melee Attack, you lower the Target’s Physical Defense by 1.

Staff
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Melee Attack, all Adjacent foes fall Prone.

Polearms

Bardiche
Tier 2
+1 Reach.
When you Ace a Melee Attack, the Target takes an additional +½ Brawn damage.

Glaive
Tier 2
+1 Reach.
When you Ace a Melee Attack, the Target grants Advantage to all Attacks against them for 1 Round.

Greatspear
Tier 2
+1 Reach.
When you Ace a Melee Attack, all foes within Reach fall Prone.

Longspear
Tier 2
+1 Reach.
Your Melee Attacks with a longspear deal 1 extra damage per Success over the Target’s PD.

Lucerne Hammer
Tier 2
+1 Reach.
When you Ace a Melee Attack, the Target is Stunned.

Ranseur
Tier 2
+1 Reach.
When you Ace a Melee Attack, you can make a second Special Melee Attack to Disarm the Target as a Free Action.

Small Ranged Weapons

Hand Crossbow
Tier 2
You no longer have Disadvantage when your Target has Cover.
When you Ace a Ranged Attack, the Target is Wounded: +1 until the end of the Combat.

Short Bow
Tier 2
+½ Reflexes or Finesse to damage.
When you Ace a Ranged Attack, the Target is Shocked and Weakened.

Long Ranged Weapons

Crossbow
Tier 2
You no longer have Disadvantage when your Target has Cover.
When you Ace a Ranged Attack, the Target is Slowed and Shocked.

Long Bow
Tier 2
+½ Reflexes or Finesse to damage.
When you Ace a Ranged Attack, the Target is Shocked and has Disadvantage on all rolls for 1 Round.

Thrown Weapons

Bolas
Tier 2
The Target is Slowed.
When you Ace a Ranged Attack, the Target is Stuck and Stunned.

Javelin
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Ranged Attack, the Target is Stuck and Shocked.

Shuriken
Tier 2
+½ Brawn or Reflexes to damage.
When you Ace a Ranged Attack, the Target has Wounded: +1 until the end of Combat.

Throwing Axe
Tier 2
+½ Brawn or Finesse to damage.
When you Ace a Ranged Attack, add ½ Brawn to the damage dealt.

Martial Arts Techniques

You must have a Martial Arts Stance activated for these Perks to have an effect. You cannot stack the effects of these Perks.

Cutting Fist
Tier 2
When you miss you still do ½ Brawn damage to the Target.
When you Ace a Melee Attack, the Target is Wounded: +1 until the end of Combat.

Draining Fist
Tier 2
When you hit your Target you regain 1 Tenacity Point.
When you Ace a Melee Attack, heal the half the amount of damage you deal in Tenacity Points.

Fist of the Falling Stars
Tier 2
When you miss you still do ½ Finesse damage to the Target.
When you Ace a Martial Arts Attack, all Adjacent foes take Finesse damage.

Lightning Palm
Tier 2
When you hit your Target all foes Adjacent to the Target take ½ Charisma damage.
When you Ace a Martial Arts Attack, the Target is Stunned for 1 Round.

Quivering Palm
Tier 2
When you miss you still do ½ Reflexes damage to the Target.
When you Ace a Melee Attack, the Target has Vulnerability (all): 2 for 1 Round.

Shields

You must have the Sword and Board Fighting Style Perk before you purchase a Shield Equipment Perk.

Small Shield
Tier 2
You may wield a Small Shield as a small melee weapon or thrown weapon. If you make an attack using the shield you do not gain its bonus to your PD for 1 Round.
You can use the Block Maneuver three times a Round instead of once.

Medium Shield
Tier 2
You gain the following Maneuver:
Not Today
1 / Round l Reactionl Instant l Self or Adjacent Ally
〇 A Foe Targets the Target.
You gain Hardness+ +2

Large Shield
Tier 2
You gain the following Maneuver:
Duck and Cover
1 / Round l Free l Instant l Self or Adjacent Ally
〇 A Foe Targets the Target.
Increase the Target’s PD by 1.

Armor

Leather Armor
Requires: Armor Proficiency, I Perk
Tier 2
You no longer have Disadvantage on Stealth or rolls to climb, jump, or swim. You also gain the following Maneuver:
Suck It Up
1 / Combat l Reaction
〇 The Target hits you with an Attack.
The Target is Weakened.

Studded Leather Armor
Requires: Armor Proficiency, I Perk
Tier 2
You no longer have Disadvantage on Stealth or rolls to climb, jump, or swim. You gain Hardness: +1, Resistance (energy): +1 and +2 Health.

Chainmail
Requires: Armor Proficiency, II Perk
Tier 2
While wearing Chainmail, you gain Hardness: +1, Resistance (energy): +1. You also gain the following Maneuver:
Suck It Up
2 / Combat l Reaction l Instant l 1 Foe
〇 The Target hits you with an Attack.
The Target is Weakened.

Scale Mail
Requires: Armor Proficiency, II Perk
Tier 2
While wearing Scale Mail, you gain Hardness: +1, Resistance (energy): +1, and +4 Health.

Half Plate Mail
Requires: Armor Proficiency, III Perk
Tier 2
While wearing Half Plate Mail, you gain +4 Health. You also gain the following Maneuver:
Suck It Up
3 / Combat l Reaction l Instant l 1 Foe
〇 The Target hits you with an Attack.
The Target is Weakened.

Plate Mail
Requires: Armor Proficiency, II Perk
Tier 2
While wearing Plate Mail, you gain Hardness: +1, Resistance: +1, and +6 Health.

Magical Foci

You can only use one magical focus at a time. These Foci can affect Spells, Cantrips and Religious Perks.

Amulet
Tier 2
When you successfully Counterspell the caster of the original Spell takes Spike damage (mental).
On an Aced Magic Attack, the Target is Staggered.

Melee Weapon
You gain +1 damage to Magic Attacks.
On an Aced Magic Attack, you can use the following Maneuver:
Magic Blades
Secondary l 1 Foe
You make a Special Melee Attack. The damage for this attack is Weapon Damage + Brawn or Reflexes.

Orb
Tier 2
Allies who are hit or damaged by area Spells that you cast take only half damage.
On Aced Magic rolls you can choose to give the damage to any other Target within Range of the Spell. This damage applies directly to Health.

Ranged Weapon
Increase the Range of Magic Attacks with a Medium Range to Long.
On an Aced Magic Attack, you can use the following Maneuver:
Magic Arrows
1 / Round l Secondary l Weapon Range l 1 Foe
You make a Special Ranged Attack. The damage for this attack is Weapon Damage + number of hexes between you and the Target.

Staff
Tier 2
Count Aces as Successes on all Spells that do not deal damage.
After an Aced Magic Attack, all attacks made against you are Weakened for 1 Round.

Tome
Tier 2
You can store up to a T2 Spell in your Tome and cast it as a Secondary Action that expends no Essence once per Combat. You do not have to know this Spell.
On an Aced Magic Attack, the Target is Confused for 1Round.

Wand
Tier 2
Increase all Medium Range Spells to Long Range.
On an Aced Magic Attack, you can move the Target 8 hexes.

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