-
A Dragon’s Friend

Shield
Durability:
(counts as a Round Shield).
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Firm Grip (item cannot be disarmed).
• Guard (hand physical armor value: 6).
• Shrouded +2 (increase the difficulty of being astrally detected by 2)
• Reliable (advantage for durability tests; never jams or gets stuck)
1/-
58/96
-
Ancient Dwarven Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Firm Grip (item cannot be disarmed).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
1/96
-
Arinya




Shield
Durability:
(counts as a Wall Shield).
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeoning, Magical.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Cursed (you cannot remove this card once attuned) (attacks against uncorrupted opponents cause
instead of
. In addition, remove {Sun} and {Tower} from the fate deck).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
•
Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
[kill a corrupted opponent with Nàma]:
Arinya.
: One use of Defensive Advantage (free reroll or replace).
My world is gone.
1/-
56/96
-
Arinya




55/96
-
Blessed Shield

Shield
Durability:
(counts as a Kite Shield).
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Jade, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.)
• Dominion (spells within 5 paces not powered by
have +2 Complexity).
• Dependable (advantage for durability and save tests)
• Balanced (+1 defense die, up to
).
• Guard (hand physical armor value: 6).
1/-
57/96
-
Buckler
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
1/-
85/96
-
Buckler (Cold Iron)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Fast (normal attacks cost 5 AP).
1/-
2/96
-
Buckler (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Arming Sword or Falchion.
• Fast (normal attacks cost 5 AP).
• Refractory +2 (increased armor value against spell damage).
• Guard (hand physical armor value: 6).
1/-
62/96
-
Buckler (Ironwood)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
1/-
48/96
-
Buckler (Jade Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Guard (hand physical armor value: 6).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1/-
63/96
-
Buckler (Masterwork)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
1/-
3/96
-
Buckler (Obsidian Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Technical (you can slot techniques adjacent to this item)
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
1/-
64/96
-
Buckler (Ornate)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Fashionable (may provide advantage in social situations).
• Guard (hand physical armor value: 6).
1/-
4/96
-
Buckler (Silver)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal, Silver.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Valuable (can be sold for a silver coin).
• Guard (hand physical armor value: 6).
1/-
5/96
-
Buckler (Wooden)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
• Vulnerable (must make a durability check when in contact with) to fire.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
1/-
86/96
-
Cornered Heater Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Mechanical, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6). Also protects your arm on your shield side.
• Rush (advantage if you moved 6 or more paces this turn).
• Technical (you can slot techniques adjacent to this item).
• Enhance Engagement Limit [+1/8].
A feat of mechanical marvel in the field of protective war gear.
1/-
7/96
-
Cornered Heater Shield
6/96
-
Enchanted Shield

Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Dependable (advantage for durability and save tests).
• Astounding (can use four of a kind for free).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
41/96
-
Grave Guard Shield
Shield
Durability:
(counts as a Kite Shield).
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
: Chance to gather
when you block (on
).
: Improve your existing Magic Save by two, or (if you don’t have one) the shield grants you a Magic Save of 5+ (before defense, roll 5 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
: You
Grave Guard Shield.
An old, rusty kite shield, recovered from a Grave Guard.
1/-
42/96
-
Grave Guard Shield
43/96
-
Heater Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
87/96
-
Heater Shield (Cold Iron)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Cold Iron, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
8/96
-
Heater Shield (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
• Rush (advantage if you moved 6 or more paces this turn).
• Refractory +2 (increased armor value against spell damage).
• Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
• Guard (hand physical armor value: 6).
1/-
65/96
-
Heater Shield (Ironwood)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
49/96
-
Heater Shield (Jade Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
• Rush (advantage if you moved 6 or more paces this turn).
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
• Guard (hand physical armor value: 6).
1/-
66/96
-
Heater Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
9/96
-
Heater Shield (Obsidian Inlay)
Shield
Durability: 
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Technical (you can slot techniques adjacent to this item).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
67/96
-
Heater Shield (Ornate)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Fashionable (may provide advantage in social situations).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
10/96
-
Heater Shield (Silver)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal, Silver.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Valuable (can be sold for a silver coin).
• Rush (advantage if you moved 6 or more paces this turn).
1/-
11/96
-
Heater Shield (Wooden)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Lance or Spear.
• Rush (advantage if you moved 6 or more paces this turn).
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
• Vulnerable (must make a durability check when in contact with) to fire.
• Guard (hand physical armor value: 6).
1/-
12/96
-
Hide Shield
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Nonlethal (the frame is not suited for bashing).
• Balanced (+1 defense die, up to
).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an assegai or iklwa.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Mystic +1 (increased armor value and ignores penetration against mystic attacks).
1/-
88/96
-
Hide Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Nonlethal (the frame is not suited for bashing).
• Balanced (+1 defense die, up to
).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an assegai or iklwa.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Mystic +1 (increased armor value and ignores penetration against mystic attacks).
1/-
13/96
-
Kite Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
1/-
89/96
-
Kite Shield (Cold Iron)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
1/-
14/96
-
Kite Shield (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Refractory +2 (increased armor value against spell damage).
• Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
1/-
68/96
-
Kite Shield (Ironwood)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
1/-
50/96
-
Kite Shield (Jade Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
• Balanced (+1 defense die, up to
).
1/-
69/96
-
Kite Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
1/-
15/96
-
Kite Shield (Obsidian Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Technical (you can slot techniques adjacent to this item).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Balanced (+1 defense die, up to
).
1/-
70/96
-
Kite Shield (Ornate)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Fashionable (may provide advantage in social situations).
1/-
16/96
-
Kite Shield (Silver)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal, Silver.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Valuable (can be sold for a silver coin).
1/-
17/96
-
Kite Shield (Wooden)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
• Vulnerable (must make a durability check when in contact with) to Fire.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Balanced (+1 defense die, up to
).
1/-
18/96
-
Meteoric Targe
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Jade, Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
1/-
71/96
-
Mirror Shield

Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
: Avoid becoming Marked, except against Horrors.
1/-
59/96
-
Round Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
90/96
-
Round Shield (Cold Iron)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
19/96
-
Round Shield (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
• Guard (hand physical armor value: 6).
• Refractory +2 (increased armor value against spell damage).
• Simple (requires no proficiency).
1/-
72/96
-
Round Shield (Ironwood)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
51/96
-
Round Shield (Jade Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
• Simple (requires no proficiency).
1/-
73/96
-
Round Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
20/96
-
Round Shield (Obsidian Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Technical (you can slot techniques adjacent to this item).
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
74/96
-
Round Shield (Ornate)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Fashionable (may provide advantage in social situations).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
21/96
-
Round Shield (Silver)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal, Silver.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Valuable (can be sold for a silver coin).
• Simple (requires no proficiency).
1/-
22/96
-
Round Shield (Wooden)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with Spear.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
• Vulnerable (must make a durability check when in contact with) to fire.
• Simple (requires no proficiency).
1/-
23/96
-
Runed Buckler
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Astounding (can use four of a kind for free).
• Balanced (+1 defense die, up to
), but not against ranged attacks.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword or Falchion.
• Dependable (advantage for durability and save tests).
• Fast (normal attacks cost 5 AP).
• Guard (hand physical armor value: 6).
• Firm Grip (item cannot be disarmed).
1/-
44/96
-
Screaming Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Critical Block success: The shield lets out a shriek: Attacker is Shaken.
• Guard (hand physical armor value: 6).
1/-
47/96
-
Scutum
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Companion ([Court]: one use of advantage against target until the end of your next turn) with a Spear.
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Balanced (+1 defense die, up to
).
1/-
39/96
-
Shadow Targe

Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Nethermancy, Bludgeon, Nonlethal.
Add a spell (Hard Cover) to your grimoire.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6)
• Blinding ([Swords]: target is blinded) when using offensively.
• Concealable (disadvantage to find this item).
• Advantage (free reroll) for stealth tests indoors.
The shield seems to form out of the shadows cast by the arms of the wielder.
1/-
60/96
-
Shield of The Light
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1). Decreased by 1 with True Faith.
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with an Arming Sword.
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Simple (requires no proficiency).
1/-
40/96
-
Spiked Shield
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
1/-
91/96
-
Spiked Shield (Cold Iron)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce, Cold Iron.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
1/-
24/96
-
Spiked Shield (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
• Refractory +2 (increased armor value against spell damage).
• Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
1/-
75/96
-
Spiked Shield (Ironwood)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
1/-
52/96
-
Spiked Shield (Jade Inlay)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Penetrating ([extra pair]: bonus penetration).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
1/-
76/96
-
Spiked Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
1/-
25/96
-
Spiked Shield (Obsidian)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
• Technical (you can slot techniques adjacent to this item).
1/-
77/96
-
Spiked Shield (Ornate)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Penetrating ([extra pair]: bonus penetration).
• Fashionable (may provide advantage in social situations).
1/-
26/96
-
Spiked Shield (Silver)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce, Silver.
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6).
• Valuable (can be sold for a silver coin).
• Penetrating ([extra pair]: bonus penetration).
1/-
27/96
-
Spiked Shield (Wooden)
Shield
Durability:
.
Encumbrance: 1 (reduces quickness by 1).
Penetration: 1 (ignore one point of armor).
Type: Bludgeon, Nonlethal, Pierce.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
• Vulnerable (must make a durability check when in contact with) to fire.
• Bulwark (one use of defensive advantage in melee per round).
• Penetrating ([extra pair]: bonus penetration).
• Guard (hand physical armor value: 6).
1/-
28/96
-
Targe
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
Used more frequently in the north.
1/-
92/96
-
Targe (Cold Iron)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
Used more frequently in the north.
1/-
29/96
-
Targe (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Guard (hand physical armor value: 6).
• Refractory +2 (increased armor value against spell damage).
1/-
78/96
-
Targe (Ironwood)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
Used more frequently in the north.
1/-
53/96
-
Targe (Masterwork)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
Used more frequently in the north.
1/-
30/96
-
Targe (Obsidian Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Technical (you can slot techniques adjacent to this item)
1/-
79/96
-
Targe (Ornate)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Fashionable (may provide advantage in social situations).
1/-
31/96
-
Targe (Silver Inlay)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal, Silver.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Valuable (can be sold for a silver coin).
• Guard (hand physical armor value: 6).
1/-
32/96
-
Targe (Wooden)
Shield
Durability:
.
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Balanced (+1 defense die, up to
).
• Dependable (advantage for durability and save tests).
• Guard (hand physical armor value: 6).
• Vulnerable (must make a durability check when in contact with) to fire.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks)
1/-
93/96
-
The Suncatcher

Shield
Durability:
(counts as a Heater Shield).
Encumbrance: 0 (reduces quickness by 0).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Companion ([Court]: one use of advantage against target until the end of your next turn) with lance or spear.
• Guard (hand physical armor value: 6).
• Rush (advantage if you moved 6 or more paces this turn).
• Critical Block success: Attacker is Disoriented (only usable during the day as you reflect the sun’s rays).
1/-
61/96
-
Twin Shields
Shield
Durability:
(counts as Kite Shield).
Encumbrance: 1 (reduces quickness by 1).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Cavalry, Nonlethal.
• Balanced (+1 defense die, up to
).
• Bulwark (one use of defensive advantage in melee per round).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• [extra pair]: Additional attack against the same or adjacent target.
• Large (requires both hands, but can use three of a kind).
1/-
33/96
-
Wall of Piercing Eyes

Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 1 (ignore one point of armor).
Type: Psionic, Bludgeon, Nonlethal.
• Extend your aura for Psionic powers with 3 paces.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Tiring (+1 complexity).
: Reroll a Perception test.
: Prevent Blinded.
1/-
45/96
-
Wall of Piercing Eyes 

46/96
-
Wall Shield
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
94/96
-
Wall Shield (Cold Iron)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Cold Iron, Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
34/96
-
Wall Shield (Crystal Inlay)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Unreliable ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; item must succeed in a durability test to avoid breaking or jamming).
• Refractory +2 (increased armor value against spell damage).
• Tiring (+1 complexity).
1/-
80/96
-
Wall Shield (Crystal Inlay)
81/96
-
Wall Shield (Ironwood)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
54/96
-
Wall Shield (Jade Inlay)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Jade (Whenever you would suffer
, you can make a Very Hard (18) Fellowship test to prevent it.).
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative).
• Tiring (+1 complexity).
1/-
83/96
-
Wall Shield (Jade Inlay)
82/96
-
Wall Shield (Masterwork)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
35/96
-
Wall Shield (Obsidian Inlay)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Technical (you can slot techniques adjacent to this item).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
84/96
-
Wall Shield (Ornate)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Fashionable (may provide advantage in social situations).
• Tiring (+1 complexity).
1/-
36/96
-
Wall Shield (Silver)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal, Silver.
• Bulwark (one use of defensive advantage in melee per round).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
• Valuable (can be sold for a silver coin).
1/-
38/96
-
Wall Shield (Silver)
37/96
-
Wall Shield (Wooden)
Shield
Durability:
.
Encumbrance: 2 (reduces quickness by 2).
Penetration: 0 (ignore zero points of armor).
Type: Bludgeon, Nonlethal.
• Bulwark (one use of defensive advantage in melee per round).
• Vulnerable (must make a durability check when in contact with) to fire.
• Mystic +2 (increased armor value and ignores penetration against mystic attacks).
• Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
• Guard (hand physical armor value: 6). Also protects your leg and foot on your shield side.
• Tiring (+1 complexity).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
1/-
96/96
-
Wall Shield (Wooden)
95/96