Otherworld:Equipment

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Weapons

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
Hurt
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Type
The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt.
Notes
Any relevant notes about the weapon.

Weapons marked with a (†) must be held with two hands.

Up Close and Personal

Name AP Parry Hurt Type Notes Cost
Ace/Dagger 3 βˆ’2 2 P, S
2 Disguise/Thievery to conceal
25𝕀
Aether Torch 4 8 S 1500𝕀
Arcblade 4 3 P 90𝕀
Arcblade (Large) 5 βˆ’2 3 P 2 handed 90𝕀
Arcgloves 2 βˆ’1 3 S, P 90𝕀
Gunblade 4 βˆ’1 7 S, P 600𝕀
Ki-blade 4 0 8 S, P 2handed, +1 vs Disarm 600𝕀
Sawbracers 3 +1 3 S Cannot be disarmed 𝕀
Shiversword (small) 3 3 S, P Jams on a crit fail 𝕀
Shiversword 4 6 S, P Jams on a crit fail, requires power cell 𝕀
Shiversword (large) 5 9 S, P Jams on a crit fail, 2 handed, requires power cell 𝕀
Springblade 2 +2 3 P, S +1 vs Disarm 250𝕀
Springstaff 3 0 4 S, P 125𝕀

Things That Go Boom

Arcgun 3 0 P, S 100𝕀
"Avenger" Revolver 5 0 9 S, P 2handed, +1 vs Disarm 550𝕀
DR-153 "Drachenrot" Flamethrower † 5 0 9 T 2handed, +1 vs Disarm, 550𝕀
"Magpie" Pocket Pistol 3 -2 8 P
2 Disguise/Thievery to conceal
𝕀
"Pallbearer" Sniper Rifle † 5 18 S, P 2handed, No Amb. Needed, +2 vs Disarm, 700𝕀
C&G Shotgun 5 0 9 S, P 2handed, +1 vs Disarm 550𝕀
Speakeasy 5 0 9 S, P 2handed, +1 vs Disarm 550𝕀
Swarzdag assault rifle 5 +1 6 S, P 2handed, No Amb. Needed, +2 vs Disarm 700𝕀
Thumpgun 5 +1 6 S, P 2handed, No Amb. Needed, +2 vs Disarm 700𝕀
Trowlish Thundermaker 5 +1 6 S, P 2handed, No Amb. Needed, +2 vs Disarm 700𝕀
Concussion Grenades 4 +1 5 S, P 250𝕀
Chillcube Grenades 4 +1 5 S, P 250𝕀
Dessication Grenades 4 0 6 S 175𝕀
Flare Grenades 4 +1 5 S, P 250𝕀
Smoke Grenades 4 +1 5 S, P 250𝕀

Armor

  • Aether Wither
  • Arc Diffuser
  • Arc Shield
  • Infantry Light Armor
  • Mariner Light Armor
  • Night-guard Light Armor
  • Night-guard Heavy Armor
  • Spellgloves

Gear

  • Aether Cell
  • Bloodbook
  • Combustion Collar
  • Dreamstones
  • Focus Magnet
  • Mana Inhibitor Collar
  • Mana Cell
  • Memory Stones
  • Rocketpack
  • Soulstones
  • Spellcard
  • Spidercord
  • UCA (Underwater Conversion Aparatus)
  • Comlink

Mods

  • Gunblade
  • Silencer
  • Short barrel

Food/Drink

  • Amrita - A liquor made from honey and rare spices and herbs. The true recipe is ancient, dating back thousands of years, and some cultures propose their recipe has not changed in all that time.
  • Ambrosia
  • Edge
  • Ichor
  • Lucy
  • Soma
  • Teikal

Materials

  • Cloudstuff
  • Tenebran Steel
  • Tombwood
  • Krakentooth Ink

Mechanical Augmentation

  • Tin Limb
  • Clockwork Organ
  • Handcannon

Transportation

Cars

  • Red Sky Aegis
  • Guild

Planes

Boats

Tanks

Other

  • AT board
  • Ace – An ace is another term for dagger. Daggers and knives are the most inexpensive and prevalent weapon among the common people.
  • Aether Torch – A short handle which is capable of producing a tall, super-heated flame from one or both ends which is hot enough to melt through steel. The flame may be shortened or lengthened, but has a maximum length approaching six feet. Dangerous to use, even by proficient handlers, aether torches have been known to explode.
  • Arcblade – A sword or other bladed weapon which is imbued with electrical energy in the same way as an Arcglove. Requires arcgloves to handle safely. Powered by a mana cell.
  • Arcglove – A gauntlet which generates a flow of electricity along and around it, which can be discharged during hand-to-hand fighting, shocking the opponent. Powored by a mana cell.
  • Arcgun – A gun which shoots arcs of condensed electricity at short ranges. Powered by a mana cell.
  • "Avenger" Revolver – A handgun with a revolving block consisting of six chambers. Great stopping power, but the shooter is frequently required to reload.
  • Chillcubes – Grenades which discharge a chemical gas which freezes water and chills the air, causing damage to anyone caught in its path.
  • Dessication Grenades – Grenades which radiate micro-waves, stealing the moisture from the bodies of those nearby and causing internal organ damage.
  • Gunblade – Similar to a bayonet, this is a long blade which can be attached to some firearms, enabling their use as a formidable melee weapon. "Gunblade" is both the term for the blade, and the assembled weapon itself. Not all guns allow for the attachment of a gunblade.
  • Ki-blade – Weapons of legend, rumored to hold within them the soul of a dead kensai. When held by a Kensai, a ki-blade allows the wielder to charge it with "ki," or spirit energy, which greatly increases the weapon's deadliness.
  • Red Dragon Rifle – A large gun which shoots flames via the muzzle fed by a cannister of highly-flammable, ultra-condensed gas attached to the gun like a magazine.
  • Sawbracers – Leather bracers reinforced with metal which conceal several small, serrated blades which tear at an opponent in hand-to-hand combat.
  • Shiversword – A weapon consisting of a pair of thin blades which move back and forth at very high speeds, causing the weapon to "shiver." This movement of the blades means the cutting edge is extremely sharp.
  • Shiverswords come in all sizes and are commonly used in cooking or as work tools, in the form of knives.
  • "Speakeasy" – An automatic handgun with less stopping power than a revolver that can nonetheless be fired more quickly.
  • Springblade – An unextended springblade resembles a shortsword with a long handle, which sometimes make them rather conspicuous. By pressing a button, the springs inside the handle eject lengths hidden one inside the other, turning the weapon into a spear. The new length of the weapon is fixed until the button is pressed again, which allows the shaft to collapse.
  • Springstaff – A springstaff functions just like a bladeless springsword, and resembles a short metal rod in appearance.
  • Thumpgun – These guns, when fired, produce a single sonic pulse which is inaudible to humanoid ears, but has concussive force enough to knock targets off their feet and hurt them. Thumpguns are commonly used by bounty hunters, and law enforcement, as well as those who wish to trade lethal effect for discretion.
  • Trowlish Thundermaker – A larger, very powerful version of the revolver crafted by the Trowls with a Trowl's size and strength in mind. The Thundermaker has 8 chambers in its revolving block. When fired, the noise and kickback are immense. Anyone with a Muscle score of less than 6 firing a Thundermaker takes a -8 penalty on attacks with it. Anyone smaller than a Trowl must use the weapon with two hands.
  • Arcshield
  • Arc Diffuser
  • Aether Wither
  • Infantry Armor
  • Mariner Light Armor
  • Nightguard Light Armor
  • Nightguard Heavy Armor
  • Stealthsuit
  • Spellgloves
  • Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
  • Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies. The packmaster can remotely activate the collar, which sends a shock into the body of the host. Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).
  • Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances. What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted. Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
  • Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster. The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby. Any attempt to remove the collar through force results in immediate activation.
  • Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
  • Dreamstones
  • Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion. These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.
  • Mana Cell – a highly efficient, productive energy source for devices and vehicles.
  • Memory Stones – Small precious gems which contain memories. The gems are worth a good deal of money on the black market, depending on the memory.
  • Rocketpack –
  • Soulstones –
  • Spellcard –
  • Spidercord –

Clothing

Sometimes it's not who you know, but how you dress. Here are some examples of outfits available for your character to purchase.

Name Cost
Royal Clothes 500𝕀
Noble Court Clothes 300𝕀
Cold Weather Clothes 100𝕀
Woodsman's Clothes 50𝕀
Peasant Clothes 5𝕀
Wanderer's Clothes 25𝕀
Fashionable Clothes 400𝕀

Weapons

Blades

  • Dagger/Knife – A small weapon, with either one or two bladed edges. Useful as a backup in close-quarters combat. Less than 1 foot in length.
  • Main-Gauche – A small blade typically wielded in the off-hand adept at use in parrying and disarming.
  • Stiletto/Poignard – A short, narrow knife used for stabbing deeply.
  • Dirk/Combat Knife – Longer and sturdier than a typical dagger.
  • Short Sword/Gladius – A thrusting sword with usually no longer than 2–3 feet.
  • Longsword – Very popular among soldiers and infantry, usually around 4 feet in length. Mostly held in one hand.
  • Broadsword – Wider than a longsword, slightly more primitive, between 3 and 4 feet in length.
  • Bastard Sword – Also known as the hand-and-a-half sword. Can be held in one or two hands. When held in two hands, it provides more power and leverage to the wielder. Usually around 4–5 feet in length.
  • Greatsword – An extremely large and powerful weapon. Must be held in two hands. Often up to 6–7 feet in length.
  • Saber – A sturdy, single-bladed, curved sword with a hand guard. Often about 3 feet in length.
  • Cutlass – Similar to a saber, with a basket-like hand guard. 2–3 feet in length, very popular amongst sailors.
  • Rapier – A noble and graceful sword, mostly used for fencing and piercing, up to 3–4 feet in length.
  • Scimitar – A curved blade usually without a hand guard. 2–4 feet in length.
  • Double Sword – Two sword blades mounted into a handle in the center. The entire sword can be between 5–6 feet in length.

Axes

Name AP Parry Hurt Type Notes Cost
Throwing/Tomahawk 2 βˆ’2 2 S 75𝕀
Hatchet/Hand Axe 2 βˆ’2 3 S 55𝕀
Berserker Axe 4 βˆ’1 5 S 175𝕀
War Axe 5 βˆ’1 8 S+B 2handed, +2 vs Disarm 350𝕀
Executioner/Great Axe 6 βˆ’2 10 S+B 2handed, +2 vs Disarm 450𝕀
Axe Spike (for Berserker, War, Great, and Double Axes) 3 NA 4 P 40𝕀
Pickaxe 4 βˆ’3 8 P+B 2handed, +2 vs Disarm 50𝕀
Double Axe 5 βˆ’2 7 S 2handed, No Amb. Needed 700𝕀
  • Throwing Axe – A simple axe useful for hand-to-hand, but primarily adept at being thrown. Usually less than 2 feet in length.
  • Hatchet/Hand Axe – Slightly bigger than a throwing axe, with a flat end of the head that can be used as a hammer.
  • Berserker Axe – Made with a solid wooden shaft and a curved axe head.
  • War Axe – The axe-head is curved on one side, and blunt on the other, with a long shaft of wood or metal held in two hands.
  • Executioner/Great Axe – Massive, heavy axe, with a dual-bladed axe head.
  • Axe Spike – Can be affixed to the top of the axe head to be used in thrusting.
  • Pickaxe – Typically a tool used for mining and digging, but also used in combat.
  • Double Axe – A rare weapon consisting of a central haft with an axe-head at each end.

Polearms

Name AP Parry Hurt Type Notes Cost
Javelin/Pilum (melee) 2 0 2 P 10𝕀
Javelin/Pilum (thrown) 3 NA 4 P Thrown
Infantry Spear 3 0 4 P 75𝕀
Pitchfork 3 0 3 P 30𝕀
Trident 3 +1 4 P 125𝕀
Broadspear 4 0 5 P, S 125𝕀
Boar Spear/Hunting Spear 4 +1 7 P 2handed, +2 vs Disarm 100𝕀
Pike 6 βˆ’3 10 P 2handed, +2 vs Disarm 200𝕀
Halberd 5 0 9 P, S 2handed, +2 vs Disarm 325𝕀
Glaive 5 0 9 S, P 2handed, +2 vs Disarm 325𝕀
Scythe 6 βˆ’3 10 S 2handed, +2 vs Disarm 100𝕀
Lance (mounted weapon) 5 βˆ’3 4 P Charge=2Γ— Hurt 150𝕀
  • Javelin – A light spear, favored for throwing, but also can be used in melee. Possesses an iron head around 18 inches in length and a long, wooden shaft. Between 6–8 feet in length.
  • Infantry Spear – A simple, solid spear used by foot soldiers. Between 6–8 feet in length.
  • Pitchfork – Simple farming tool used for lifting and pitching. Can have 2–6 tines or prongs. Usually made of wood, but the head can be made of metal.
  • Trident – A three-pronged spear used in fishing and combat. Usually made of metal.
  • Broadspear – Heaviest spear that can be used in one hand. Solid, wide, metal head, with the entire spear being up to 8 feet in length.
  • Boar spear – Two-handed spear with a metal spear head possessing a pair of lugs or wings where it joins the shaft. Useful for parrying. Up to 8 feet in length.
  • Pike – A devastating thrusting spear, but ineffective at close-quarters combat. Between 10–20 feet in length.
  • Halberd – Two-handed pole weapon, around 5–6 feet in length with an axe head topped with a long spike. The reverse of the axe head has a thorn or hook useful in combating mounted riders.
  • Glaive – Two-handed pole weapon with a single, bladed edge 18 inches in length sitting atop a wooden pole of 6–7 feet in length.
  • Scythe – A harvesting tool with a multi-handled shaft around 5 feet in length. Its curved blade with one sharp edge extends perpendicular to the shaft. This weapon is slow and ineffective at close-quarters combat.
  • Lance – Really only effective when used in mounted combat. Devastating at full gallop, but slow to ready. Usually between 6–12 feet in length.

Bludgeons

Name AP Parry Hurt Type Notes Cost
Hand-to-hand 2 0 1 B NA
Sap 2 NA 1 B 20𝕀
Wooden Club 3 0 3 B 10𝕀
Warhammer 3 0 4 B 250𝕀
Mace 4 0 5 B 125𝕀
Edged Mace 4 0 6 B+S 175𝕀
Morningstar/Spiked Mace 4 0 6 B+P 175𝕀
Ball & Chain 5 βˆ’2 7 B +2 vs Parry 200𝕀
Quarterstaff 3 +2 3 B 2handed, +2 vs Disarm 100𝕀
Sledgehammer 6 βˆ’3 8 B 2handed, +2 vs Disarm 50𝕀
Flail 5 βˆ’2 9 B 2handed, +2 vs Disarm, +2 vs Parry 300𝕀
Maul 6 βˆ’3 10 B 2handed, +2 vs Disarm 500𝕀
  • Hand-to-hand – Your bare fists. You want a description? Look at 'em!
  • Sap – A small club consisting of leather-wrapped lead. Known for easy concealment.
  • Wooden Club – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
  • War hammer – A hand-held weapon with a metal head created to battle armored foes. Often a spike is found on the reverse side of the head.
  • Mace – A single-handed weapon with a heavy metal head on a sturdy wooden or metal handle.
  • Edged Mace – A mace with a flanged or edged head, useful for deeper impact during a swing.
  • Morning star – A mace with metal spikes of differing size protruding from the head.
  • Ball and chain – A solid metal weight attached to a lengthy chain. Sometimes these are available with a weight at each end.
  • Quarterstaff – A long wooden pole, typically taller than the wielder. Crude versions can be found in forested areas, but more sophisticated versions are crafted.
  • Sledgehammer – A two-handed hammer with a heavy head on one end and a wooden haft up to 3 feet in length.
  • Flail – A two-handed handle with a chain connected to a solid metal spiked ball. Opponents have difficulty parrying swings from this weapon.
  • Maul – A two-handed hammer with a large metal head, similar to a sledgehammer, but capable of more powerful impacts.

Ranged

Name AP Parry Hurt Type Notes Cost
Blowgun 2 NA NA P No Damage, Reload = 1AP 25𝕀
Dart 2 NA 1 P Thrown 5𝕀
Shuriken 2 NA 2 P, S Thrown 15𝕀
Throwing Knife 3 βˆ’4 3 P, S Thrown 20𝕀
Boomerang 3 βˆ’2 3 B Thrown 25𝕀
Chakram 3 βˆ’3 4 S Thrown 60𝕀
Sling 3 βˆ’5 3 B Thrown; Reload = 1AP 10𝕀
Short Bow 4 βˆ’4 10 P 2handed, +1 vs Disarm 175𝕀
Longbow 5 βˆ’2 12 P 2handed, +1 vs Disarm 225𝕀
Crossbow 4 βˆ’4 12 P 2handed, +1 vs Disarm, Reload = 3AP 400𝕀
Repeating Crossbow (4 Bolt "clip") 3 βˆ’4 10 P 2handed, +1 vs Disarm, Reload clip = 6 AP 1000𝕀
Hand Crossbow 3 NA 6 P Reload = 2AP 600𝕀
Heavy Crossbow 6 βˆ’4 14 P 2handed, +1 vs Disarm, Reload = 4AP 550𝕀
Flint Pistol 3 N/A 12 P Reload = 3AP 2000𝕀
Flint Rifle 3 βˆ’1 14 P 2handed, +1 vs Disarm, Reload = 6AP 2250𝕀
Repeater Pistol 3 N/A 10 P Can fire 5 shots before reloading, Reload Clip = 6AP 2750𝕀
  • Blowgun – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver poisons, nerve agents, and other toxins.
  • Dart – A small, heavy projectile with fletching on the tail and a narrow pointed end. Too short to be used as ammunition in a bow.
  • Shuriken – Small, pointed object with sharpened tips. Either straight or star-like. Can be used as a stabbing weapon also.
  • Throwing knife – A knife, different from a typical dagger in that it is weighted and designed for throwing.
  • Boomerang – A masterfully-crafted, bent, flat, wooden stick capable of rotating at high speed and great lengths. A mundane boomerang will not return if it impacts a target.
  • Chakram – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.
  • Sling – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, and hurled at targets.
  • Short Bow – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows.
  • Longbow – Similar to a short bow, but nearly as tall as the person who wields it. These are capable of launching arrows with startling force.
  • Crossbow – A bow mounted horizontally on a wooden stock. A high-tension bow string delivers around the same punch as a longbow in a smaller size. Typically reloaded with a pull or push lever.
  • Repeating Crossbow – A crossbow with a mechanism to string the bow, load the bolt, and fire it in one motion. Each cartridge loaded into the bow contains 4 bolts.
  • Hand Crossbow – A tiny crossbow, capable of being held in one hand. Bolts for this crossbow are much smaller than standard bolts.
  • Heavy Crossbow – A very large crossbow with a metal draw string. Has a crank to be used for reloading. This crossbow hits with a sickeningly massive force.
  • Flint Pistol – A hand-held firearm usually used in self-defense or duels. Popular in conjunction with another weapon.
  • Flint Rifle – A long firearm held in two hands capable of precision and range.
  • Repeater Pistol – A semi-automatic hand-held firearm which is capable of firing a round, reloading, and readying for the next shot for each pull of the trigger.

Exotics

Name AP Parry Hurt Type Notes Cost
Net 5 βˆ’4 NA NA No damage; Entangle +5 50𝕀
Bullwhip 3 βˆ’5 2 S Entangle & Disarm +3, +1 vs Parry 110𝕀
Studded/Spiked Whip 3 βˆ’5 3 S Entangle & Disarm +3, +1 vs Parry 150𝕀
Punch Dagger 2 NA 3 P Uses Hand-to-hand Skill 50𝕀
Cestus/Knuckles 2 NA 3 B Uses Hand-to-hand Skill 50𝕀
Claws 2 βˆ’2 3 S 125𝕀
Sai 2 +2 1 P Disarm +2 85𝕀
Kama/Hand Sickle 2 βˆ’1 3 S Disarm +1 65𝕀
Kusari-Gama (chain) 3 βˆ’5 3 B Entangle & Disarm +3, +1 vs Parry 200𝕀
Nunchaku 3 0 3 B Entangle & Disarm +1 100𝕀
Khopesh 2 +1 3 S Disarm +1 125𝕀
Falchion 5 βˆ’1 9 S 2handed, +1 vs Disarm 550𝕀
Katana 1h 3 0 5 S, P 1000𝕀
Katana 2h 4 0 8 S, P 2handed, +1 vs Disarm
Nodachi 5 0 10 S, P 2handed, +1 vs Disarm 2000𝕀
  • Net – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
  • Bullwhip – A single-tailed whip made of braided leather, historically used in cattle herding. Around 10 feet long and capable of wrapping around objects or limbs of opponents.
  • Studded/Spiked Whip – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.
  • Punch Dagger – A small knife with a T-shaped handle held in the fist and thrust at opponents. This weapon uses the Hand-to-hand Weapon skill.
  • Cestus/Knuckles – A metal or leather covering which is worn over the hand and/or knuckles and provides extra weight compared to a bare fist. This weapon uses the Hand-to-hand Weapon skill.
  • Claws – A pair of metal bands worn around the fingers or hand which have on the back side 3–5 small, curved, metal blades, resembling the claws of a wild animal.
  • Sai – A long, pointed, dagger-shaped metal baton with two short prongs stemming from the side. Used to trap and sometimes break larger blades.
  • Kama/Hand Sickle – A farming tool that makes a decent improvised weapon. It consists of a short, metal handle from which extends a perpendicular curved blade.
  • Kusari-gama (chain) – The chain portion of the Kusari-gama has a weighted ball at one end which can be used to strike opponents and wrap around limbs or weapons.
  • Nunchaku – A pair of metal or wooden rods attached by a short chain. The nunchaku is a speedy weapon which can be used to grab and disarm opponents.
  • Khopesh – A sort of hybrid of the sword and battle axe, around 2 feet in length. Features a standard sword hilt but a strangely curved blade. Only the outside curve of the blade is sharpened.
  • Falchion – A two-handed sword with a long, single-edged, slightly-curved blade that is weighted at the far end, making it useful for chopping strikes similar to an axe. Typically around 4 feet in length.
  • Katana – A masterfully crafted sword and status symbol. It has a slightly-curved blade and a single sharp edge. The hilt varies in length, but the blade itself is usually 28 inches long. When held in two hands, it provides more power and leverage to the wielder.
  • Nodachi – A larger two-handed sword than the katana, and just as well-made. The entire sword including the handle is usually 5 feet in length.

Shields

Name AP Parry Hurt Type Notes Cost
Light shield 2 +2 2 B 250𝕀
Heavy shield 4 +4 3 B +1 to Trip 400𝕀
  • Light shield – A simple shield made of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy shield – A large shieldβ€Šβ€”β€Šlarge enough to cover nearly from the shoulders to the knees. Often dish-shaped, made of wood and covered with a layer of bronze or similar metal. Its weight makes it particularly effective as a bludgeoning weapon, and is known to knock an opponent backwards or prone.

Armor

Sometimes the only thing between you and the business end of a nasty pig-sticker is a few scant pieces of leather and metal. Here are the defensive armor choices available to your characters.

Bonus
This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
Hindrance
The penalty imposed to certain rolls
Don AP
The amount of time in AP that it takes to put on this armor with assistance. Without assistance, it's double this number.
Remove AP
The amount of time in AP that it takes to remove this armor with assistance. Without assistance, it's double this number.
Name Bonus Hindrance Cost Don AP Remove AP
Padded 1 0 50𝕀 12 8
Leather 2 0 150𝕀 24 12
Reinforced Leather 3 0 250𝕀 24 12
Half-Chain 4 0 600𝕀 24 12
Breastplate 5 0 800𝕀 30 16
Chain Mail 6 1 1,200𝕀 24 12
Scale 6 2 1,000𝕀 24 12
Heavy Chain 7 2 2,000𝕀 28 14
Half Plate 8 3 3,500𝕀 48 24
Field Plate 9 4 8,000𝕀 60 30
  • Padded Armor – Armor which is made of layered fabric, such as cotton, linen, or wool, and is usually quilted. Sometimes referred to as a gambeson or a jupon. Often padded armor is a single, long, garment with sleeves, that would partially cover the thighs.
  • Leather Armor – Suits of leather armor are boiled and waxed. Leather is sturdy, won't rust, and allows more free movement than does heavier plate armor. A suit of leather armor would come with a cuirass to cover the torso, as well as bracers or vambrances to protect the forearms, cuisses to protect the thighs, and greaves to protect the shins. The armor components are fastened to the body by laces and hooks.
  • Reinforced Leather Armor – Just like leather armor, but with riveted metal studs or plates attached to the leather. The added metal rivets don't add any additional movement restriction, but do slightly enhance the wearer's protection from attacks.
  • Half-chain Armor – This armor is mostly leather with several parts reinforced beneath by chain mail. It is slightly bulkier than reinforced leather armor, but takes about the same amount of time to put on or remove.
  • Breastplate – A piece of armor made of several interlocked plates that provides protection for the torso. Can be worn alone (only providing a +2 to defense), but usually accompanied by a suit of leather underneath.
  • Chain mail – A chain shirt called a hauberk is knee-length mail which includes a coif covering the head. A suit of chain would also include chausses to cover the legs and also mail-reinforced gauntlets. Typically, one would wear a padded gambeson underneath the mail. Mail is heavier and more movement restricting than lighter armors.
  • Scale Armor – Scale armor is constructed by affixing small, metal scales to a leather or cloth backing. A suit of scale armor includes a shirt that covers the torso down to the upper thighs and partially the arms. It would include a set of gauntlets, but no leg coverings. Scale armor is not as flexible as mail, but is cheaper to produce. A suit of scale is affixed by leather laces on the backing material.
  • Heavy Chain – Similar to chain mail, but the links are far more tightly-knit, leaving less space for weapons to penetrate. Also, the rings are riveted, having small studs that give a greater rate of deflection against incoming blows.
  • Half Plate – A suit of mail with metal plates affixed in certain vital locations. Poleyns strapped over the knees, metal cuisses strapped over the thighs, couters covering the elbows, pauldrons covering the shoulders, and a breastplate to cover the torso. A tasset is attached to the breastplate to cover the hips. This suit would also include gauntlets and greaves. Very restrictive to movement, but provides great protection.
  • Field Plate – A finely-crafted suit of armor that is individually fitted to the wearer. Full suits of plate armor show status and lineage. Each piece of the armor is riveted and interlocked with another piece, providing total covering of the body from head to toe. A helmet with a visor would be included along with sabatons covering the feet and gauntlets for the hand. The pieces of armor are strapped to a layer of padded armor beneath. Field plate is heavy and restrictive, but very sturdy.

A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the Defense Roll. A character wearing chain mail will take a βˆ’1, scale will take a βˆ’2 and so on. The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).

Characters that use shields don't actually receive any sort of armor bonus. Instead, they use the shield for parrying during their Defense Roll.

Gear

Name Cost
Standard Kit 30𝕀
Camp Kit 25𝕀
Cooking Kit 25𝕀
Climbing Kit 25𝕀
Digging Kit 30𝕀
Disguise Kit 100𝕀
Healing Kit 80𝕀
Thieves Kit 200𝕀
Skald's Kit 70𝕀
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – Rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry.
  • Healing Kit – Herbs, salves, bandages.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.

Mounts and Animals

Name Cost
Riding Horse 800𝕀
Warhorse 2,000𝕀
Blackbeak 4,000𝕀
Donkey 50𝕀
Bullhound 1,000𝕀
Leather Barding 700𝕀
Steel Barding 2,000𝕀
War Barding 10,000𝕀
  • Riding Horse – Horses serve as excellent transportation and beasts of burden. However, most horses do not fare well in the chaos of combat. Riding horses require their riders to make Personality + Animal Control or Agility + Ride checks (2 AP) against a DL of 12 for each round of combat to keep the horse from throwing its rider and running away. If the check is failed, the rider takes the difference as damage.
  • Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being throw simply because they are in combat.
  • Donkey – Donkeys and mules are perfect beasts for hauling heavy gear or awkward tools, or for pulling heavy objects in a harness. Donkeys make poor mounts for combat purposes and will always throw their rider and run away if confronted with hostile forces.
  • Blackbeak – Blackbeaks are stout, bipedal mounts with short vestigial wings and powerful legs, which they use to jump large distances and propel themselves furiously over land. They derive their name from their sharp beaks which are capable of easily rending flesh. Blackbeaks make poor beasts of burden, since their frame is not suited for much cargo, but make great mounts in combat thanks to their aggressive natures and the ease with which they are domesticated. For more information on these creatures, see the Blackbeak entry.
  • Bullhound – Bullhounds are the preferred mounts of Goblyn warriors. Bullhounds also make great guard dogs.

Services

Healing

  • 1𝕀 for each HP healed
  • 5𝕀 for each Tainted HP healed
  • 50𝕀 for curing of most common disease or poisons
  • 250𝕀 for curing of uncommon disease or poisons

Simple Room and Board

  • 1𝕀 per night

Good Room and Board

  • 5𝕀 per night

Elegant Room and Board

  • 10𝕀 per night

Parking

  • 1𝕀 all day

Stabling

  • 1𝕀 per night for horses
  • 3𝕀 per night for exotic animals

Shipping/Passage

  • 5𝕀 per week of travel for each passenger/piece of cargo

Messenger/Postage

  • 5𝕀 per day of travel
  • 1𝕀 local

Personal Security

  • 10𝕀 per day

Translation

  • 5𝕀 per page
  • 5𝕀 per day

Cab Service

  • 1𝕀 per 5 miles

Car Service

  • 1𝕀 per mile