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Morningstar

Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Club

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • 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.BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).

Morningstars are ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. with a large spiked metal head on a heavy shaft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
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.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Source Player Codex