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Equipment Families Systems
What Equipment Families Are Equipment families are the broad categories used by the Equipment Proficiency System. They exist so the system can measure general competence with meaningful groups of weapons or tools without turning every single item into its own separate proficiency. An equipment family should...
Overview
What Equipment Families Are
Equipment families are the broad categories used by the Equipment Proficiency System.
They exist so the system can measure general competence with meaningful groups of weapons or tools without turning every single item into its own separate proficiency.
An equipment family should be:
- broad enough to cover several related items
- narrow enough to preserve real differences in training
- practical enough to use in both prose and tabletop play
Equipment families are not the same as specialized skills.
A character may have:
Spear Proficiency B
without having:
- a specific spear technique skill
And a character may have:
- a class skill that commonly uses spears
without automatically having top spear proficiency.
Family Design Rule
Use equipment families for:
- general handling
- broad combat or tool competence
- efficiency with similar items
- practical baseline training
Do not create a separate family for every minor variation.
For example:
- different one-handed swords usually stay inside
Swords
- different work hammers usually stay inside
Hammers
- different medical wraps do not need separate proficiency families by default
If an item differs only slightly in shape, size, or local style, it usually stays inside the same family.
If it demands meaningfully different handling, posture, rhythm, or training, it may justify a different family.
Recommended Family List
Combat Weapon Families
- Swords
- Spears
- Axes
- Hammers
- Daggers
- Polearms
- Shields
- Bows
- Crossbows
- Thrown Weapons
Utility and Combat-Utility Families
- Utility Tools
- Field Tools
- Ropes and Restraints
Class-Linked Tool Families
- Holy Grimoires
- Alchemical Kits
- Ritual Marking Tools
- Focus Rods and Staves
- Repair Kits
Optional Local or Setting-Specific Families
These should only be added if your setting uses them enough to matter:
- Firearms
- Heavy Siege Implements
- Whips or Flexible Weapons
- Exotic Chain Weapons
- Large Two-Handed Blades as a separate family
- Sacred Relics as a separate family
- Mana Devices as a separate family
If a family appears only rarely, it may be better treated as a special item rather than a full recurring proficiency category.
Combat Weapon Families
Swords
This family covers most standard bladed sidearms and primary cutting weapons used in one-handed or ordinary battlefield styles.
Examples:
- arming swords
- short swords
- military sabers
- practical side blades
This family emphasizes:
- cutting and thrusting control
- edge alignment
- timing in direct melee
- adaptable sidearm competence
Use a separate family only if your setting wants very large two-handed swords to feel mechanically distinct.
Spears
This family covers thrust-dominant shafted weapons built around reach, line control, and disciplined spacing.
Examples:
- short spears
- war spears
- thrusting spears
This family emphasizes:
- reach control
- forward pressure
- disciplined thrust rhythm
- spacing and line use
This is one of the most important military weapon families in the setting.
Axes
This family covers practical and combat-oriented axes whose use depends on edge force, committed swings, and hook or impact logic.
Examples:
- hand axes
- war axes
- compact bearded axes if your setting uses them
This family emphasizes:
- committed strikes
- chopping force
- disruptive impact
- edge-weight handling
Hammers
This family covers war hammers, reinforced utility hammers used in combat, and similar impact-driven striking tools.
Examples:
- war hammers
- smith hammers adapted for defense
- reinforced field hammers
This family emphasizes:
- impact delivery
- armor pressure
- heavy short-motion strikes
- blunt-force control
This family matters especially for Craftsmen and some Vanguards.
Daggers
This family covers knives, daggers, short thrusting blades, and compact close-use edged weapons.
Examples:
- daggers
- utility knives
- short stabbing blades
This family emphasizes:
- close-in speed
- precision
- opportunistic use
- compact carry practicality
This family is important for Rogues, Hunters, Alchemists, and general adventurers.
Polearms
This family covers larger shafted battlefield weapons that are not simply ordinary spears and demand broader leverage-based handling.
Examples:
- halberds
- glaives
- military hook-pole variants
This family emphasizes:
- reach with heavier leverage
- wider attack geometry
- battlefield line pressure
- more complex shaft weapon control
If your setting treats all shafted weapons together, this family can be merged into Spears.
If you want more military depth, keep it separate.
Shields
This family covers active shield use as a trained combat discipline, not merely carrying protective equipment.
Examples:
- round shields
- kite shields
- tower shields if present
- reinforced field shields
This family emphasizes:
- cover control
- angle management
- defensive timing
- structure in close combat
This matters strongly for Vanguard and some Rogue + Vanguard hybrids.
Bows
This family covers drawn ranged weapons powered by user strength and shot control.
Examples:
- shortbows
- hunting bows
- war bows
This family emphasizes:
- draw discipline
- release control
- shot timing
- ranged accuracy and endurance
This is one of Hunter’s major natural families.
Crossbows
This family covers mechanically braced ranged launchers that depend more on loading method, support, and release discipline than bow draw rhythm.
Examples:
- light crossbows
- medium crossbows
- practical field crossbows
This family emphasizes:
- loading rhythm
- bracing
- release timing
- stable aimed shot deployment
If your setting uses crossbows often, keeping this family separate is worthwhile.
Thrown Weapons
This family covers weapons primarily used through thrown delivery rather than held melee.
Examples:
- throwing knives
- hand axes
- javelin-like light throw weapons
- weighted practical throwing tools
This family emphasizes:
- release timing
- distance judgment
- rotation control where relevant
- mobile ranged opportunism
This family should not automatically include thrown alchemical vessels.
Those usually depend on specialized skills instead.
Utility and Combat-Utility Families
Utility Tools
This family covers hand tools that can be used functionally and, in some cases, defensively or offensively.
Examples:
- utility hammers
- hatchets
- chisels
- reinforced work knives
- compact pry tools
This family emphasizes:
- practical handling
- improvised combat use
- tool-to-weapon adaptation
- field-ready manipulation
This matters strongly for Craftsman.
Field Tools
This family covers general expedition-use support tools not defined by one class monopoly.
Examples:
- digging tools
- compact support stakes
- climbing spikes
- probes
- measuring or marking tools
This family emphasizes:
- expedition practicality
- setup work
- support-task efficiency
- general field competence
This family may matter more in logistics-heavy play than direct combat.
Ropes and Restraints
This family covers practical rope, binding, securing, and restraint tools when their handling matters enough to justify proficiency.
Examples:
- rope systems
- restraint cords
- climbing lines
- tie-down gear
This family emphasizes:
- tying speed
- secure handling
- safe load use
- practical restraint or rigging control
If your campaign does not use this often, it can remain a minor optional family.
Class-Linked Tool Families
Holy Grimoires
This family covers the broad practical use of holy grimoires as sacred implements.
Examples:
- bound priest grimoires
- sanctioned holy books
- liturgical channel volumes
This family emphasizes:
- proper handling
- ritual use familiarity
- stability in holy operation
- sacred implementation discipline
This does not replace Priest skills like Channel or Grimoire Attunement.
It measures broad competency with the implement family.
Alchemical Kits
This family covers the practical handling of alchemical preparation equipment.
Examples:
- field alchemy kits
- catalyst trays
- mixing sets
- sealed preparation tools
This family emphasizes:
- safe handling
- preparation discipline
- equipment efficiency
- correct deployment of alchemical processes
This does not replace Alchemist skills like Compound Preparation or Catalyst Handling.
Ritual Marking Tools
This family covers the tools used to place, maintain, or support ritual markings and related body-routing practice.
Examples:
- marking brushes
- inks
- etching tools
- body-routing applicators
This family emphasizes:
- precise application
- stable marking work
- safe ritual-tool handling
- bodily pattern discipline support
This does not replace Ritualist class skills.
Focus Rods and Staves
This family covers magical focusing implements used for external mana shaping.
Examples:
- rods
- staves
- magical focus batons
- structured casting supports
This family emphasizes:
- proper focus handling
- casting support control
- stable implement use in spellwork
- external mana-use ergonomics
This does not replace Mage skills like Spell Structuring or Spell Release.
Repair Kits
This family covers organized repair equipment used in field maintenance and structural correction.
Examples:
- repair rolls
- fastening kits
- compact forge substitutes if setting allows
- field fixing tools
This family emphasizes:
- maintenance efficiency
- organized corrective work
- practical repair operation
- structural support handling
This matters especially for Craftsman, but can be used more broadly.
Optional Family Rules
When to split a