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Greatsword

Item · Weapon · Tier 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Sword

  • Body 3Body 3 FeatureBody 3 is a Feature that sets a Body requirement of 3 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).

Greatswords are massive double-edged SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with an extended grip and reinforced tang.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d12 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
200 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
4
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Source Player Codex