Difference between revisions of "Book:Equipment"

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==Wealth==
 
==Wealth==
βˆ’
Wealth in the Elysium RPG is measured in Sovereigns (𝕀), which are also commonly called "crowns", with both terms stemming from the common practice of minting coins with popular current and past rulers or heroes on one face.
+
Wealth in Immortal Legacy is measured in ''sovereigns'' (𝕀), which are also commonly called "crowns", with both terms stemming from the common practice of minting coins with popular current and past rulers or heroes on one face. Sovereigns are cast from at least some amount of gold, silver, or another precious metal.
 +
 
 +
Everyday items and services may cost less than a sovereign; there are 100 ''cents'' (Β’) in a sovereign, also commonly called "coppers," or "pennies."
  
 
Starting characters begin the game with 500𝕀 unless they have purchased the [[Wealth]] trump.
 
Starting characters begin the game with 500𝕀 unless they have purchased the [[Wealth]] trump.
Line 36: Line 38:
  
 
==Weapons==
 
==Weapons==
βˆ’
Peace means having a bigger stick than the other guy. Detailed herein are all of the bigger sticks.
+
{{:List of weapons}}
βˆ’
 
 
βˆ’
;Action Points
 
βˆ’
:This details the number of Action Points necessary to use the weapon.
 
βˆ’
;Parry
 
βˆ’
:The bonus the weapon grants the character on a [[Defense Roll]] when the weapon is used to parry an attack.
 
βˆ’
;Hurt
 
βˆ’
:The amount of damage the weapon does on its own, which is factored into the [[Attack Roll]].
 
βˆ’
;Type
 
βˆ’
:The type of Hurt the weapon inflicts.  Either Slashing, Bludgeoning, or Piercing.  Certain spells, items and armor protect better against certain types of Hurt.
 
βˆ’
;Notes
 
βˆ’
:Any relevant notes about the weapon.
 
βˆ’
 
 
βˆ’
Weapons marked with a dagger (†) are fast weapons. These weapons are small or light and easy to conceal and grant a character a +2 bonus on Thievery/Disguise checks to conceal them.
 
βˆ’
 
 
βˆ’
Weapons marked with a double-dagger (‑) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a βˆ’4 penalty to Thievery/Disguise checks to conceal them, but a +2 bonus against being Disarmed.
 
βˆ’
 
 
βˆ’
===Blades===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Dagger/Knife†
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|2
 
βˆ’
|P, S
 
βˆ’
|
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Main-Gauche
 
βˆ’
|3
 
βˆ’
| +2
 
βˆ’
|1
 
βˆ’
|P, S
 
βˆ’
|Disarm +2
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Stiletto/Poignard†
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|3
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|90𝕀
 
βˆ’
|-
 
βˆ’
|Dirk/Combat Knife†
 
βˆ’
|3
 
βˆ’
| βˆ’1
 
βˆ’
|3
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|90𝕀
 
βˆ’
|-
 
βˆ’
|Short Sword/Gladius
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|4
 
βˆ’
|P, S
 
βˆ’
|
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Longsword
 
βˆ’
|4
 
βˆ’
| +1
 
βˆ’
|5
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|250𝕀
 
βˆ’
|-
 
βˆ’
|Broadsword
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|6
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|175𝕀
 
βˆ’
|-
 
βˆ’
|Bastard Sword 1h
 
βˆ’
|4
 
βˆ’
| βˆ’1
 
βˆ’
|7
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|600𝕀
 
βˆ’
|-
 
βˆ’
|Bastard Sword 2h‑
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|8
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|600𝕀
 
βˆ’
|-
 
βˆ’
|Greatsword‑
 
βˆ’
|5
 
βˆ’
|0
 
βˆ’
|9
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|550𝕀
 
βˆ’
|-
 
βˆ’
|Saber
 
βˆ’
|3
 
βˆ’
| +1
 
βˆ’
|4
 
βˆ’
|S, P
 
βˆ’
| +1 vs Disarm
 
βˆ’
|200𝕀
 
βˆ’
|-
 
βˆ’
|Cutlass
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|4
 
βˆ’
|S, P
 
βˆ’
| +1 vs Disarm
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Rapier
 
βˆ’
|3
 
βˆ’
| +2
 
βˆ’
|3
 
βˆ’
|P, S
 
βˆ’
| +1 vs Disarm
 
βˆ’
|250𝕀
 
βˆ’
|-
 
βˆ’
|Scimitar
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|4
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Double Sword‑
 
βˆ’
|5
 
βˆ’
| +1
 
βˆ’
|6
 
βˆ’
|S, P
 
βˆ’
|No Amb. Needed
 
βˆ’
|700𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''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.
 
βˆ’
* ''Main-Gauche'' – A small blade typically wielded in the off-hand adept at use in parrying and disarming.
 
βˆ’
* ''Stiletto/Poignard'' – A short, narrow knife used for stabbing deeply.
 
βˆ’
* ''Dirk/Combat Knife'' – Longer and sturdier than a typical dagger.
 
βˆ’
* ''Short Sword/Gladius'' – A thrusting sword with usually no longer than 2–3 feet.
 
βˆ’
* ''Longsword'' – Very popular among soldiers and infantry, usually around 4 feet in length. Mostly held in one hand.
 
βˆ’
* ''Broadsword'' – Wider than a longsword, slightly more primitive, between 3 and 4 feet in length.
 
βˆ’
* ''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.
 
βˆ’
* ''Greatsword'' – An extremely large and powerful weapon. Must be held in two hands. Often up to 6–7 feet in length.
 
βˆ’
* ''Saber'' – A sturdy, single-bladed, curved sword with a hand guard. Often about 3 feet in length.
 
βˆ’
* ''Cutlass'' – Similar to a saber, with a basket-like hand guard. 2–3 feet in length, very popular amongst sailors.
 
βˆ’
* ''Rapier'' – A noble and graceful sword, mostly used for fencing and piercing, up to 3–4 feet in length.
 
βˆ’
* ''Scimitar'' – A curved blade usually without a hand guard. 2–4 feet in length.
 
βˆ’
* ''Double Sword'' – Two sword blades mounted into a handle in the center. The entire sword can be between 5–6 feet in length.
 
βˆ’
 
 
βˆ’
===''Axes''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Throwing/Tomahawk†
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|2
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|75𝕀
 
βˆ’
|-
 
βˆ’
|Hatchet/Hand Axe†
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|3
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|55𝕀
 
βˆ’
|-
 
βˆ’
|Berserker Axe
 
βˆ’
|4
 
βˆ’
| βˆ’1
 
βˆ’
|5
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|175𝕀
 
βˆ’
|-
 
βˆ’
|War Axe‑
 
βˆ’
|5
 
βˆ’
| βˆ’1
 
βˆ’
|8
 
βˆ’
|S+B
 
βˆ’
|
 
βˆ’
|350𝕀
 
βˆ’
|-
 
βˆ’
|Executioner/Great Axe‑
 
βˆ’
|5
 
βˆ’
| βˆ’2
 
βˆ’
|10
 
βˆ’
|S+B
 
βˆ’
|
 
βˆ’
|450𝕀
 
βˆ’
|-
 
βˆ’
|Axe Spike (for Berserker, War, Great, and Double Axes)
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|4
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|40𝕀
 
βˆ’
|-
 
βˆ’
|Pickaxe‑
 
βˆ’
|4
 
βˆ’
| βˆ’3
 
βˆ’
|8
 
βˆ’
|P+B
 
βˆ’
|
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Double Axe‑
 
βˆ’
|5
 
βˆ’
| βˆ’2
 
βˆ’
|7
 
βˆ’
|S
 
βˆ’
|No Amb. Needed
 
βˆ’
|700𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''Throwing Axe'' – A simple axe useful for hand-to-hand, but primarily adept at being thrown. Usually less than 2 feet in length.
 
βˆ’
* ''Hatchet/Hand Axe'' – Slightly bigger than a throwing axe, with a flat end of the head that can be used as a hammer.
 
βˆ’
* ''Berserker Axe'' – Made with a solid wooden shaft and a curved axe head.
 
βˆ’
* ''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.
 
βˆ’
* ''Executioner/Great Axe'' – Massive, heavy axe, with a dual-bladed axe head.
 
βˆ’
* ''Axe Spike'' – Can be affixed to the top of the axe head to be used in thrusting.
 
βˆ’
* ''Pickaxe'' – Typically a tool used for mining and digging, but also used in combat.
 
βˆ’
* ''Double Axe'' – A rare weapon consisting of a central haft with an axe-head at each end.
 
βˆ’
 
 
βˆ’
===''Polearms''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Javelin/Pilum (melee)
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|2
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|10𝕀
 
βˆ’
|-
 
βˆ’
|Javelin/Pilum (thrown)
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|4
 
βˆ’
|P
 
βˆ’
|Thrown
 
βˆ’
|
 
βˆ’
|-
 
βˆ’
|Infantry Spear
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|4
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|75𝕀
 
βˆ’
|-
 
βˆ’
|Pitchfork
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|3
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|30𝕀
 
βˆ’
|-
 
βˆ’
|Trident
 
βˆ’
|3
 
βˆ’
| +1
 
βˆ’
|4
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Broadspear
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|5
 
βˆ’
|P, S
 
βˆ’
|
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Boar Spear/Hunting Spear‑
 
βˆ’
|4
 
βˆ’
| +1
 
βˆ’
|7
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Pike‑
 
βˆ’
|5
 
βˆ’
| βˆ’3
 
βˆ’
|10
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|200𝕀
 
βˆ’
|-
 
βˆ’
|Halberd‑
 
βˆ’
|5
 
βˆ’
|0
 
βˆ’
|9
 
βˆ’
|P, S
 
βˆ’
|
 
βˆ’
|325𝕀
 
βˆ’
|-
 
βˆ’
|Glaive‑
 
βˆ’
|5
 
βˆ’
|0
 
βˆ’
|9
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|325𝕀
 
βˆ’
|-
 
βˆ’
|Scythe‑
 
βˆ’
|5
 
βˆ’
| βˆ’3
 
βˆ’
|10
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Lance (mounted weapon)
 
βˆ’
|5
 
βˆ’
| βˆ’3
 
βˆ’
|4
 
βˆ’
|P
 
βˆ’
|Charge=Γ—2 Hurt
 
βˆ’
|150𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''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.
 
βˆ’
* ''Infantry Spear'' – A simple, solid spear used by foot soldiers. Between 6–8 feet in length.
 
βˆ’
* ''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.
 
βˆ’
* ''Trident'' – A three-pronged spear used in fishing and combat. Usually made of metal.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''Pike'' – A devastating thrusting spear, but ineffective at close-quarters combat. Between 10–20 feet in length.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''Lance'' – Really only effective when used in mounted combat. Devastating at full gallop, but slow to ready. Usually between 6–12 feet in length.
 
βˆ’
 
 
βˆ’
===''Bludgeons''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Hand-to-hand
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|1
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|NA
 
βˆ’
|-
 
βˆ’
|Sap†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|1
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|20𝕀
 
βˆ’
|-
 
βˆ’
|Wooden Club
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|10𝕀
 
βˆ’
|-
 
βˆ’
|Warhammer
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|4
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|250𝕀
 
βˆ’
|-
 
βˆ’
|Mace
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|5
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Edged Mace
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|6
 
βˆ’
|B+S
 
βˆ’
|
 
βˆ’
|175𝕀
 
βˆ’
|-
 
βˆ’
|Morningstar/Spiked Mace
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|6
 
βˆ’
|B+P
 
βˆ’
|
 
βˆ’
|175𝕀
 
βˆ’
|-
 
βˆ’
|Ball & Chain
 
βˆ’
|5
 
βˆ’
| βˆ’2
 
βˆ’
|7
 
βˆ’
|B
 
βˆ’
| +2 vs Parry
 
βˆ’
|200𝕀
 
βˆ’
|-
 
βˆ’
|Quarterstaff‑
 
βˆ’
|3
 
βˆ’
| +2
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Sledgehammer‑
 
βˆ’
|5
 
βˆ’
| βˆ’3
 
βˆ’
|8
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Flail‑
 
βˆ’
|5
 
βˆ’
| βˆ’2
 
βˆ’
|9
 
βˆ’
|B
 
βˆ’
| +2 vs Parry
 
βˆ’
|300𝕀
 
βˆ’
|-
 
βˆ’
|Maul‑
 
βˆ’
|5
 
βˆ’
| βˆ’3
 
βˆ’
|10
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|500𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''Hand-to-hand'' – Your bare fists. You want a description? Look at 'em!
 
βˆ’
* ''Sap'' – A small club consisting of leather-wrapped lead. Known for easy concealment.
 
βˆ’
* ''Wooden Club'' – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
 
βˆ’
* ''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.
 
βˆ’
* ''Mace'' – A single-handed weapon with a heavy metal head on a sturdy wooden or metal handle.
 
βˆ’
* ''Edged Mace'' – A mace with a flanged or edged head, useful for deeper impact during a swing.
 
βˆ’
* ''Morning star'' – A mace with metal spikes of differing size protruding from the head.
 
βˆ’
* ''Ball and chain'' – A solid metal weight attached to a lengthy chain.  Sometimes these are available with a weight at each end.
 
βˆ’
* ''Quarterstaff'' – A long wooden pole, typically taller than the wielder. Crude versions can be found in forested areas, but more sophisticated versions are crafted.
 
βˆ’
* ''Sledgehammer'' – A two-handed hammer with a heavy head on one end and a wooden haft up to 3 feet in length.
 
βˆ’
* ''Flail'' – A two-handed handle with a chain connected to a solid metal spiked ball. Opponents have difficulty parrying swings from this weapon.
 
βˆ’
* ''Maul'' – A two-handed hammer with a large metal head, similar to a sledgehammer, but capable of more powerful impacts.
 
βˆ’
 
 
βˆ’
===''Ranged''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Blowgun†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|NA
 
βˆ’
|P
 
βˆ’
|No Damage, Reload = 1AP
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Dart†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|1
 
βˆ’
|P
 
βˆ’
|Thrown
 
βˆ’
|5𝕀
 
βˆ’
|-
 
βˆ’
|Shuriken†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|2
 
βˆ’
|P, S
 
βˆ’
|Thrown
 
βˆ’
|15𝕀
 
βˆ’
|-
 
βˆ’
|Throwing Knife†
 
βˆ’
|3
 
βˆ’
| βˆ’4
 
βˆ’
|3
 
βˆ’
|P, S
 
βˆ’
|Thrown
 
βˆ’
|20𝕀
 
βˆ’
|-
 
βˆ’
|Boomerang
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|Thrown
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Chakram
 
βˆ’
|3
 
βˆ’
| βˆ’3
 
βˆ’
|4
 
βˆ’
|S
 
βˆ’
|Thrown
 
βˆ’
|60𝕀
 
βˆ’
|-
 
βˆ’
|Sling†
 
βˆ’
|3
 
βˆ’
| βˆ’5
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|Thrown; Reload = 1AP
 
βˆ’
|10𝕀
 
βˆ’
|-
 
βˆ’
|Short Bow‑
 
βˆ’
|4
 
βˆ’
| βˆ’4
 
βˆ’
|10
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|175𝕀
 
βˆ’
|-
 
βˆ’
|Longbow‑
 
βˆ’
|5
 
βˆ’
| βˆ’2
 
βˆ’
|12
 
βˆ’
|P
 
βˆ’
|
 
βˆ’
|225𝕀
 
βˆ’
|-
 
βˆ’
|Crossbow‑
 
βˆ’
|4
 
βˆ’
| βˆ’4
 
βˆ’
|12
 
βˆ’
|P
 
βˆ’
|Reload = 3AP
 
βˆ’
|400𝕀
 
βˆ’
|-
 
βˆ’
|Repeating Crossbow‑
 
βˆ’
|3
 
βˆ’
| βˆ’4
 
βˆ’
|10
 
βˆ’
|P
 
βˆ’
|Reload 4-bolt clip = 6AP
 
βˆ’
|1000𝕀
 
βˆ’
|-
 
βˆ’
|Hand Crossbow†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|6
 
βˆ’
|P
 
βˆ’
|Reload = 2AP
 
βˆ’
|600𝕀
 
βˆ’
|-
 
βˆ’
|Heavy Crossbow‑
 
βˆ’
|5
 
βˆ’
| βˆ’4
 
βˆ’
|14
 
βˆ’
|P
 
βˆ’
|Reload = 4AP
 
βˆ’
|550𝕀
 
βˆ’
|-
 
βˆ’
|Flint Pistol†
 
βˆ’
|3
 
βˆ’
| N/A
 
βˆ’
|12
 
βˆ’
|P
 
βˆ’
|Reload = 3AP
 
βˆ’
|2000𝕀
 
βˆ’
|-
 
βˆ’
|Flint Rifle‑
 
βˆ’
|3
 
βˆ’
| βˆ’1
 
βˆ’
|14
 
βˆ’
|P
 
βˆ’
|Reload = 6AP
 
βˆ’
|2250𝕀
 
βˆ’
|-
 
βˆ’
|Repeater Pistol
 
βˆ’
|3
 
βˆ’
| N/A
 
βˆ’
|10
 
βˆ’
|P
 
βˆ’
|Reload 5-shot Clip = 6AP
 
βˆ’
|2750𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''Blowgun'' – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver poisons, nerve agents, and other toxins.
 
βˆ’
* ''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.
 
βˆ’
* ''Shuriken'' – Small, pointed object with sharpened tips. Either straight or star-like. Can be used as a stabbing weapon also.
 
βˆ’
* ''Throwing knife'' – A knife, different from a typical dagger in that it is weighted and designed for throwing.
 
βˆ’
* ''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.
 
βˆ’
* ''Chakram'' – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.
 
βˆ’
* ''Sling'' – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, and hurled at targets.
 
βˆ’
* ''Short Bow'' – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''Hand Crossbow'' – A tiny crossbow, capable of being held in one hand. Bolts for this crossbow are much smaller than standard bolts.
 
βˆ’
* ''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.
 
βˆ’
* ''Flint Pistol'' – A hand-held firearm usually used in self-defense or duels. Popular in conjunction with another weapon.
 
βˆ’
* ''Flint Rifle'' – A long firearm held in two hands capable of precision and range.
 
βˆ’
* ''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.
 
βˆ’
 
 
βˆ’
===''Exotics''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Net
 
βˆ’
|5
 
βˆ’
| βˆ’4
 
βˆ’
|NA
 
βˆ’
|NA
 
βˆ’
|No damage; Entangle +5
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Bullwhip
 
βˆ’
|3
 
βˆ’
| βˆ’5
 
βˆ’
|2
 
βˆ’
|S
 
βˆ’
|Entangle & Disarm +3, +1 vs Parry
 
βˆ’
|110𝕀
 
βˆ’
|-
 
βˆ’
|Studded/Spiked Whip
 
βˆ’
|3
 
βˆ’
| βˆ’5
 
βˆ’
|3
 
βˆ’
|S
 
βˆ’
|Entangle & Disarm +3, +1 vs Parry
 
βˆ’
|150𝕀
 
βˆ’
|-
 
βˆ’
|Punch Dagger†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|3
 
βˆ’
|P
 
βˆ’
|Uses Hand-to-hand Skill
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Cestus/Knuckles†
 
βˆ’
|3
 
βˆ’
|NA
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|Uses Hand-to-hand Skill
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Claws
 
βˆ’
|3
 
βˆ’
| βˆ’2
 
βˆ’
|3
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Sai†
 
βˆ’
|3
 
βˆ’
| +2
 
βˆ’
|1
 
βˆ’
|P
 
βˆ’
|Disarm +2
 
βˆ’
|85𝕀
 
βˆ’
|-
 
βˆ’
|Kama/Hand Sickle
 
βˆ’
|3
 
βˆ’
| βˆ’1
 
βˆ’
|3
 
βˆ’
|S
 
βˆ’
|Disarm +1
 
βˆ’
|65𝕀
 
βˆ’
|-
 
βˆ’
|Kusari-Gama (chain)
 
βˆ’
|3
 
βˆ’
| βˆ’5
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|Entangle & Disarm +3, +1 vs Parry
 
βˆ’
|200𝕀
 
βˆ’
|-
 
βˆ’
|Nunchaku†
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
|Entangle & Disarm +1
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Khopesh
 
βˆ’
|3
 
βˆ’
| +1
 
βˆ’
|3
 
βˆ’
|S
 
βˆ’
|Disarm +1
 
βˆ’
|125𝕀
 
βˆ’
|-
 
βˆ’
|Falchion‑
 
βˆ’
|5
 
βˆ’
| βˆ’1
 
βˆ’
|9
 
βˆ’
|S
 
βˆ’
|
 
βˆ’
|550𝕀
 
βˆ’
|-
 
βˆ’
|Katana 1h
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|5
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|1000𝕀
 
βˆ’
|-
 
βˆ’
|Katana 2h‑
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|8
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|
 
βˆ’
|-
 
βˆ’
|Nodachi‑
 
βˆ’
|5
 
βˆ’
|0
 
βˆ’
|10
 
βˆ’
|S, P
 
βˆ’
|
 
βˆ’
|2000𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''Net'' – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
 
βˆ’
* ''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.
 
βˆ’
* ''Studded/Spiked Whip'' – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''Sai'' – A long, pointed, dagger-shaped metal baton with two short prongs stemming from the side. Used to trap and sometimes break larger blades.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
 
 
βˆ’
===''Shields''===
 
βˆ’
{|
 
βˆ’
! Name !! AP !! Parry !! Hurt !! Type !! Notes !! Cost
 
βˆ’
|-
 
βˆ’
|Light shield
 
βˆ’
|3
 
βˆ’
| +2
 
βˆ’
|2
 
βˆ’
|B
 
βˆ’
|
 
βˆ’
|250𝕀
 
βˆ’
|-
 
βˆ’
|Heavy shield
 
βˆ’
|4
 
βˆ’
| +4
 
βˆ’
|3
 
βˆ’
|B
 
βˆ’
| +1 to Trip
 
βˆ’
|400𝕀
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''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.
 
βˆ’
* ''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==
 
==Armor==
βˆ’
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.
+
{{:List of armor}}
βˆ’
 
 
βˆ’
;Bonus
 
βˆ’
:This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
 
βˆ’
;Hindrance
 
βˆ’
:The penalty imposed to certain rolls
 
βˆ’
;Don AP
 
βˆ’
:The amount of time in AP that it takes to put on this armor with assistance. Without assistance, it's double this number.
 
βˆ’
;Remove AP
 
βˆ’
:The amount of time in AP that it takes to remove this armor with assistance. Without assistance, it's double this number.
 
βˆ’
 
 
βˆ’
{|
 
βˆ’
! Name !! Bonus !! Hindrance !! Cost !! Don AP !! Remove AP
 
βˆ’
|-
 
βˆ’
|Padded
 
βˆ’
|1
 
βˆ’
|0
 
βˆ’
|50𝕀
 
βˆ’
|12
 
βˆ’
|8
 
βˆ’
|-
 
βˆ’
|Leather
 
βˆ’
|2
 
βˆ’
|0
 
βˆ’
|150𝕀
 
βˆ’
|24
 
βˆ’
|12
 
βˆ’
|-
 
βˆ’
|Reinforced Leather
 
βˆ’
|3
 
βˆ’
|0
 
βˆ’
|250𝕀
 
βˆ’
|24
 
βˆ’
|12
 
βˆ’
|-
 
βˆ’
|Half-Chain
 
βˆ’
|4
 
βˆ’
|0
 
βˆ’
|600𝕀
 
βˆ’
|24
 
βˆ’
|12
 
βˆ’
|-
 
βˆ’
|Breastplate
 
βˆ’
|5
 
βˆ’
|0
 
βˆ’
|800𝕀
 
βˆ’
|30
 
βˆ’
|16
 
βˆ’
|-
 
βˆ’
|Chain Mail
 
βˆ’
|6
 
βˆ’
|1
 
βˆ’
|1,200𝕀
 
βˆ’
|24
 
βˆ’
|12
 
βˆ’
|-
 
βˆ’
|Scale
 
βˆ’
|6
 
βˆ’
|2
 
βˆ’
|1,000𝕀
 
βˆ’
|24
 
βˆ’
|12
 
βˆ’
|-
 
βˆ’
|Heavy Chain
 
βˆ’
|7
 
βˆ’
|2
 
βˆ’
|2,000𝕀
 
βˆ’
|28
 
βˆ’
|14
 
βˆ’
|-
 
βˆ’
|Half Plate
 
βˆ’
|8
 
βˆ’
|3
 
βˆ’
|3,500𝕀
 
βˆ’
|48
 
βˆ’
|24
 
βˆ’
|-
 
βˆ’
|Field Plate
 
βˆ’
|9
 
βˆ’
|4
 
βˆ’
|8,000𝕀
 
βˆ’
|60
 
βˆ’
|30
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
* ''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.
 
βˆ’
 
 
βˆ’
A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her [[Dodge]] skill.  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 [[Grip]], [[Swim]], [[Run]], [[Gymnastics]], [[Stealth]], [[Thievery]], and perhaps even [[Perception]] (if wearing a fully-enclosed helm).
 
  
βˆ’
Characters that use shields don't actually receive any sort of armor bonus.  Instead, they use the shield for parrying during their Dodge/Parry Roll.
+
==Modifications==
 +
Several modifications are available to trick out your weapon or armor.
 +
===Weapon Mods===
 +
{{:List of weapon modifications}}
 +
===Armor Mods===
 +
{{:List of armor modifications}}
  
 
==Gear==
 
==Gear==
βˆ’
{|
+
{{:List_of_gear}}
βˆ’
! Name !! Cost
 
βˆ’
|-
 
βˆ’
|Standard Kit
 
βˆ’
|30𝕀
 
βˆ’
|-
 
βˆ’
|Camp Kit
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Cooking Kit
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Climbing Kit
 
βˆ’
|25𝕀
 
βˆ’
|-
 
βˆ’
|Digging Kit
 
βˆ’
|30𝕀
 
βˆ’
|-
 
βˆ’
|Disguise Kit
 
βˆ’
|100𝕀
 
βˆ’
|-
 
βˆ’
|Healing Kit
 
βˆ’
|80𝕀
 
βˆ’
|-
 
βˆ’
|Thieves Kit
 
βˆ’
|200𝕀
 
βˆ’
|-
 
βˆ’
|Skald's Kit
 
βˆ’
|70𝕀
 
βˆ’
|-
 
βˆ’
|}
 
βˆ’
 
 
βˆ’
*''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.
 
βˆ’
*''Camp Kit'' – Tent, bedroll, heavy blanket, lantern. 
 
βˆ’
*''Cooking Kit'' – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.   
 
βˆ’
*''Climbing Kit'' – Rope, grappling hook, pitons, hammer,
 
βˆ’
*''Digging Kit'' – Pick, shovel, hammer, torches, crowbar.
 
βˆ’
*''Disguise Kit'' – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry. Grants a +4 to [[Disguise]] check, supplies are depleted after 5 uses.
 
βˆ’
*''Healing Kit'' – Herbs, salves, anti-venoms, bandages, needle and thread, scissors. Grants a +4 to [[Healing]] check, supplies are depleted after 5 uses.
 
βˆ’
*''Thieves Kit'' – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
 
βˆ’
*''Skald's Kit'' – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.
 
  
 
==Mounts and Animals==
 
==Mounts and Animals==
βˆ’
{|
+
{{:List_of_animals}}
βˆ’
! Name !! Cost!!
 
βˆ’
|-
 
βˆ’
|Riding Horse
 
βˆ’
|800𝕀
 
βˆ’
|-
 
βˆ’
|Warhorse
 
βˆ’
|2,000𝕀
 
βˆ’
|-
 
βˆ’
|Blackbeak
 
βˆ’
|4,000𝕀
 
βˆ’
|-
 
βˆ’
|Donkey
 
βˆ’
|50𝕀
 
βˆ’
|-
 
βˆ’
|Bullhound
 
βˆ’
|1,000𝕀
 
βˆ’
|-
 
βˆ’
|Leather Barding
 
βˆ’
|700𝕀
 
βˆ’
|-
 
βˆ’
|Steel Barding
 
βˆ’
|2,000𝕀
 
βˆ’
|-
 
βˆ’
|War Barding
 
βˆ’
|10,000𝕀
 
βˆ’
|-
 
βˆ’
|}
 
  
βˆ’
*''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 an [[Animal Control]] check (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.
+
==Food and Drink==
βˆ’
*''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.
+
{{:List_of_food}}
βˆ’
*''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.
 
βˆ’
*''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 [[Monster:Blackbeak|Blackbeak entry]].
 
βˆ’
*''Bullhound'' – Bullhounds are the preferred mounts of [[Goblyns|Goblyn]] warriors.  Bullhounds also make great guard dogs.
 
  
 
==Services==
 
==Services==
 
'''Healing'''  
 
'''Healing'''  
βˆ’
*1𝕀 for each HP healed
+
* 1𝕀 for each point of healing
βˆ’
*5𝕀 for each Tainted HP healed
+
* 5𝕀 for each point of True Healing (to remove Tainted Damage)
βˆ’
*50𝕀 for curing of most common disease or poisons
+
* 10𝕀 to treat curable illness (per level of severity)
βˆ’
*250𝕀 for curing of uncommon disease or poisons
 
  
 
'''Room and Board'''
 
'''Room and Board'''
βˆ’
*1𝕀 per night
+
*2𝕀 per night
  
 
'''Stabling'''
 
'''Stabling'''

Latest revision as of 20:16, 14 March 2022

Every adventurer needs stuff. Whether it be weapons and armor for waging war, horses and wagons for cross-country traveling, food and shelter for surviving in the wilderness, or specialized gear for pulling off whatever feats your character aspires to, there is one place to find everything your character might need: right here.

Wealth

Wealth in Immortal Legacy is measured in sovereigns (𝕀), which are also commonly called "crowns", with both terms stemming from the common practice of minting coins with popular current and past rulers or heroes on one face. Sovereigns are cast from at least some amount of gold, silver, or another precious metal.

Everyday items and services may cost less than a sovereign; there are 100 cents (Β’) in a sovereign, also commonly called "coppers," or "pennies."

Starting characters begin the game with 500𝕀 unless they have purchased the Wealth trump.

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

Peace means having a bigger stick than the other guy. Detailed herein are all of the bigger sticks.

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Parry Roll when the weapon is used to parry an attack.
Harm
The amount of damage the weapon does on its own, which is factored into the Damage Roll. The weapons listed in this chapter are intended to be wielded by creatures of Size 0. Weapons made for smaller creatures do less damage; weapons made for larger creatures do more damage. See Appendix I: Size & Weighted Damage regarding differences between weapons for creatures of different Sizes.
Type
The type of Harm the weapon inflicts. Either S for slashing, B for bludgeoning, or P for piercing. Certain spells, items, and armor protect better against certain types of Harm. If a weapon lists two types of Harm, they are in order of usual usage. A character must state which type of Harm he intends to perform during an attack (for instance, slash or thrust with his longsword); otherwise, the first is assumed.
Notes
Any relevant notes about the weapon.
Cost
The standard market price in sovereigns for a sturdy, forged iron copy of the weapon.
Mus
The minimum required Muscle to wield the weapon effectively in combat. A character may use a weapon that is too heavy for him, but for each point of Muscle below this threshold, he takes a βˆ’1 penalty to Attack and Parry rolls. If you're trying to wield a weapon made for a smaller creature, your Muscle score is considered 5 higher for each point of Size difference. if you're trying to wield a weapon made for a larger creature, it's considered 5 lower for each point of Size difference.

Weapons marked with a dagger (†) are small or light and easy to hide, granting a +2 bonus on Thievery/Disguise checks to conceal them.

Weapons marked with a double-dagger (‑) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a βˆ’4 penalty to Thievery/Disguise checks to conceal them, but a +2 bonus against being Disarmed.

Weapons marked with an asterisk (*) are designed to be used one-handed, but may be wielded with both hands for increased stability. When these weapons are used two-handed, their Muscle requirement is reduced by one and they receive a +2 bonus against being Disarmed.

Ranged weapons list an effective range. For every 10 feet past that, an attacker takes a βˆ’1 to the Attack Roll.

Hand-to-hand

Name AP Parry Harm Type Notes Cost Mus
Unarmed 3 βˆ’2 1 B N/A 1
Cestus/knuckles† 3 βˆ’2 2 B +3 vs Disarm 25𝕀 1
Punch dagger† 3 βˆ’1 3 P +2 vs Disarm 50𝕀 1
Claw† 3 βˆ’1 3 S +2 vs Disarm 75𝕀 1
  • Unarmed – Your bare fists. You want a description? Look at 'em!
  • 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.
  • Punch dagger – A small knife with a T-shaped handle held in the fist and thrust at opponents.
  • Claw – 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.

Daggers

Name AP Parry Harm Type Notes Cost Mus
Dagger/knife† 3 βˆ’2 2 P,S 25𝕀 1
Parrying dagger 3 +3 1 P,S Disarm +3 125𝕀 1
Sai 3 +3 1 B Disarm +3 40𝕀 1
Stiletto/poignard 3 βˆ’1 3 P 40𝕀 2
Dirk/combat knife 3 βˆ’1 3 S,P 75𝕀 2
  • Dagger/knife – A small but utilitarian weapon, with either one or two bladed edges. Useful as a backup in close-quarters combat. Less than eight inches in length.
  • Parrying dagger – The parrying dagger, also known as main-gauche or sword-breaker, is a long fencing knife with a heavy guard surmounted by slots or prongs. It is a defensive weapon used to trap and sometimes break larger blades.
  • Sai - Functionally nearly identical to the parrying dagger, a sai is a long, blunt, dagger-shaped metal baton with two short prongs stemming from the sides.
  • Stiletto/poignard – A long, narrow spike used for stabbing deeply. Has no cutting edge.
  • Dirk/combat knife – A heavier knife with good reach (up to one foot in length) designed primarily for fighting.

One-handed Straight Swords

Name AP Parry Harm Type Notes Cost Mus
Short sword/gladius 3 0 4 P,S 100𝕀 3
Longsword* 4 +2 5 S,P 225𝕀 4
Broadsword* 4 0 6 S,P 175𝕀 5
Katana 4 βˆ’2 7 S,P Reduced AP cost & Harm when used with one hand 1000𝕀 6
Bastard sword 4 βˆ’1 7 S,P Reduced AP cost & Harm when used with one hand 500𝕀 6
  • Short sword/gladius – A very common and dependable thrusting sword, less than three feet in length.
  • Longsword – A versatile and well-balanced sword with a good defensive capabilities. Usually around four feet in length.
  • Broadsword – Very popular among soldiers and infantry. Wider and heavier than a longsword, these blades emphasize strong slashing attacks. Between three and four feet in length.
  • Katana – A masterfully crafted sword and status symbol. It has a slightly curved, surprisingly heavy blade and a single, extremely sharp edge designed for quick killing blows rather than sustained dueling. Normally used in two hands, it may be wielded one-handed with reduced cutting power. The hilt varies in length, but the blade itself is usually 28 inches long. Blades of this design require very advanced metallurgy and skilled smiths to create, and are not available in societies that have not mastered complex steel smelting processes. As a result, this sword is automatically considered Well-made and provides +1 Accuracy.
  • Bastard Sword – Also known as the hand-and-a-half sword, this is a larger (usually four to five feet in length) and heavier version of a longsword. Like the katana, it is designed to be used in two hands, but it may be wielded one-handed to allow punches and grappling with the offhand while in close quarters.

Two-handed Straight Swords

Name AP Parry Harm Type Notes Cost Mus
Katana* 5 βˆ’1 10 S,P 1000𝕀 5
Bastard sword* 5 +1 10 S,P 500𝕀 5
Nodachi‑ 5 0 12 S,P 1500𝕀 7
Greatsword/zweihander‑ 5 +1 12 S,P 750𝕀 7
  • Katana - See entry in One-handed Straight Swords.
  • Bastard Sword - See entry in One-handed Straight Swords.
  • Nodachi – An extra-long version of the katana, offering greater cutting power and reach. The entire sword including the handle is at least five feet in length. This sword is also considered Well-made and provides +1 Accuracy.
  • Greatsword/zweihander – This largest of swords is often six to seven feet in length and is effective against arms which normally outreach swords, such as spears and polearms. The best greatsword designs include massive crossguards and unsharpened areas near the hilt, allowing for a modified grip and thus solid Parrying defense for a weapon of such size.

Curved Blades

Name AP Parry Harm Type Notes Cost Mus
Sickle 3 0 2 S Disarm +1 25𝕀 1
Shotel 3 +1 3 S,P Disarm +2, Trip +1 90𝕀 2
Machete 3 βˆ’1 4 S 50𝕀 3
Khopesh/sappara* 3 +1 4 S Disarm +2, Trip +2 125𝕀 3
Cutlass 3 +1 4 S,P +1 vs Disarm 125𝕀 3
Scimitar/shamshir 4 0 5 S 125𝕀 4
Falchion* 4 0 6 S 175𝕀 5
  • Sickle – A crescent-bladed farming tool that makes a decent improvised weapon. Only the inside curve of the blade is sharpened.
  • Shotel - A long, slender fighting sickle that excels at reaching around shields. Generally, only the inside curve of the blade is sharpened.
  • Machete - A relatively heavy, unsophisticated short blade primarily intended to chop through vegetation.
  • Khopesh/sappara – An unusual sword around two feet in length, with a long hilt and an abruptly hooked end, well-suited to snagging weapons or shields and Disarming opponents. Only the outside curve of the blade is sharpened.
  • Cutlass – A versatile slashing weapon similar to a saber, very popular amongst sailors and marines. Two to three feet in length, with a basket-like hand guard and broad blade.
  • Scimitar/shamshir – A light, curved blade with a relatively short hilt, often employed by light cavalry. Two to four feet in length.
  • Falchion – A sword with a long, single-edged, slightly-curved blade that is weighted at the far end, making it useful for chopping strikes. Typically around four feet in length.

Fencing Swords

Name AP Parry Harm Type Notes Cost Mus
Estoc* 3 +1 4 P 150𝕀 3
Saber 3 +1 4 S,P +1 vs Disarm 175𝕀 3
Rapier 3 +3 4 P,S +2 vs Disarm 250𝕀 3
  • Estoc - A simple thrusting sword with good reach (three to four feet long). Designed purely to penetrate armor, it has no cutting edges.
  • Saber – A sturdy, single-bladed, slightly curved sword with a hand guard. Often about 3 feet in length.
  • Rapier – A quick and graceful sword, mostly used for fencing and piercing, between three and four feet in length. Its lightweight, flexible blade and ornate handguard makes it ideal for defense as well as offense.


One-handed Bludgeons

Name AP Parry Harm Type Notes Cost Mus
Blackjack/sap/cosh† 3 βˆ’5 1 B +4 Knockout 20𝕀 1
Club* 3 0 3 B 10𝕀 2
Warhammer* 3 0 4 B +1 vs Parry 125𝕀 4
Mace 4 0 5 B 125𝕀 5
Flanged mace/pernach 4 0 6 B+P +1 vs Parry 175𝕀 5
  • Blackjack/sap/cosh – A small club consisting of leather-wrapped lead. Known for easy concealment.
  • Club – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
  • Warhammer – A long-hilted cavalry weapon with a metal head created to battle armored foes. Often a spike is found on the reverse side of the head.
  • Mace – A rather short (two to three-foot) war club with a heavy metal head on a sturdy wooden or metal handle.
  • Flanged mace/pernach – A mace with a flanged or edged head, useful for deeper impact during a swing.

Two-handed Bludgeons

Name AP Parry Harm Type Notes Cost Mus
Sledgehammer‑ 5 βˆ’3 8 B +1 vs Parry 50𝕀 6
Morningstar/spiked mace‑ 5 0 10 B+P +1 vs Parry 150𝕀 6
Flail‑ 5 βˆ’2 12 B +3 vs Parry, Grip +1 175𝕀 7
War maul‑ 6 βˆ’3 15 B +2 vs Parry 350𝕀 8
  • Sledgehammer – A two-handed hammer with a heavy head on one end and a wooden haft up to three feet in length.
  • Morningstar/spiked mace – A six- to seven-foot wooden shaft surmounted by a heavy, spiked head.
  • Flail – Originally a tool for threshing grain, the flail consists of a three- to four-foot wooden handle and a one- to two- foot long, cylindrical striking head, connected by a foot or two of chain. Opponents have difficulty parrying swings from this weapon.
  • War maul – A two-handed hammer with a three- to five-foot reinforced haft and wicked metal head, similar to a sledgehammer, but capable of more powerful impacts.

One-handed Axes

Name AP Parry Harm Type Notes Cost Mus
Throwing axe/tomahawk 3 βˆ’1 3 S See Thrown for ranged Harm 50𝕀 2
Hatchet/hand axe 3 0 4 S 50𝕀 3
Kama 4 +1 5 S,P 100𝕀 3
War axe/bearded axe* 4 βˆ’1 7 S 175𝕀 5
  • Throwing axe/tomahawk – A simple axe useful for hand-to-hand, but primarily weighted for being thrown. Usually less than two 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.
  • Kama - A razor-edged variant of the harvesting sickle, this weapon consists of an 18- to 24-inch wooden handle surmounted by a long, slightly curved blade that could be used for slicing or stabbing.
  • War axe/bearded 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.

Two-handed Axes

Name AP Parry Harm Type Notes Cost Mus
Woodcutting axe‑ 5 βˆ’3 8 S+B 50𝕀 5
Pickaxe/mattock‑ 5 βˆ’3 9 P+B 75𝕀 5
War pick/beaked axe‑ 5 βˆ’2 11 P+B 250𝕀 6
Berserker axe/tabarzin‑ 5 βˆ’2 12 S+B 350𝕀 7
Great axe/executioner‑ 6 βˆ’2 15 S+B βˆ’1 vs Parry 500𝕀 8
  • Woodcutting axe - A common tool for chopping and felling trees.
  • Pickaxe/mattock – A tool used for mining and digging, and capable of delivering enough force to puncture steel plate armor, though clumsy in battle.
  • War pick/beaked axe - A military derivation of the pickaxe, with a longer haft and a single, massive spike like a bird's beak surmounting its striking head. Generally three to four feet in length.
  • Berserker axe/tabarzin – An intimidating axe defined by its single, long, curved blade. Four feet in length.
  • Great axe/executioner – A massive, heavy axe, with a dual-bladed axe head.

Polearms

Name AP Parry Harm Type Notes Cost Mus
Quarterstaff/bo‑ 3 +2 3 B 100𝕀 2
Scythe‑ 5 βˆ’3 9 S 100𝕀 4
Partizan/ranseur‑ 5 +2 10 P,S Disarm +1, Trip +1 350𝕀 5
Halberd/poleaxe‑ 5 0 11 S,P Trip +1 350𝕀 6
Lucerne hammer‑ 5 0 11 B,P +1 vs Parry 350𝕀 6
Heavy glaive/naginata‑ 5 0 12 S,P +1 vs Parry, Trip +1 450𝕀 7
  • Quarterstaff/bo – A long wooden pole, typically taller than the wielder. Crude copies can be found nearly anywhere, but more sophisticated versions are crafted of the sturdiest wood and reinforced with metal caps.
  • Scythe – A harvesting tool with a multi-handled shaft around five feet in length. Its curved blade with one sharp edge extends perpendicular to the shaft. This weapon is slow and clumsy at close-quarters combat, but can cause grevious harm to an unarmored foe.
  • Partizan/ranseur - A six- to eight-foot polearm that resembles an oversized trident. Its long, narrow central spearhead is guarded by two curving or sharply angled prongs, giving it a defensive edge against other polearms at the expense of some attacking power.
  • Halberd/poleaxe – The most common pole weapon, around six or seven feet in length, with an large axe head topped with a long spike. The reverse of the axe head has a thorn or hook useful in combating mounted riders.
  • Lucerne hammer - A sort of oversized warhammer designed to combat heavy cavalry, this seven- to nine-foot polearm is topped with a blunt smashing head and a foot-long spike for crushing breastplates and finding gaps in armor, respectively.
  • Heavy glaive/naginata – A wicked, broad, 18-inch blade sitting atop a wooden pole six to seven feet in length.

Spears

Name AP Parry Harm Type Notes Cost Mus
Javelin/pilum* 3 βˆ’2 2 P See Thrown for ranged harm 50𝕀 2
Hunting spear* 3 βˆ’2 3 P 10𝕀 2
Pitchfork* 3 +1 3 P Disarm +1 25𝕀 2
Infantry spear* 3 βˆ’1 4 P 75𝕀 3
Trident* 3 +2 4 P Disarm +2 100𝕀 3
Broadspear* 4 0 5 P,S 125𝕀 4
Boar spear/barred spear* 4 +1 6 P Disarm +1 150𝕀 5
Pike/sarissa‑ 6 βˆ’3 10 P +5 vs Charge 250𝕀 5
Lance 5 βˆ’3 6 P Mounted weapon; Charge attacks inflict Harm Γ—2 150𝕀 4
  • Javelin/pilum – 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.
  • Hunting spear - Among humanity's oldest tools for killing, hunting spears range between five and eight feet in length, and are topped by small, triangular heads of sharpened bone or stone, or merely by sharpening and fire-hardening the wooden tip.
  • Pitchfork – Simple farming tool used for lifting and pitching. Can have two to six tines or prongs. Usually made of wood, but the head can be made of metal.
  • Infantry spear – A simple, solid spear used by foot soldiers. Between six and eight feet in length.
  • Trident – A three-pronged spear used in fishing and combat. Usually made of metal.
  • Broadspear – A spear with an unusually wide, bladelike head, useful for varying thrusts with slashing swings.
  • Boar spear/barred spear – Heavy, reinforced spear with a pair of lugs or wings at the base of the blade, to prevent it from driving too deep into a victim and becoming entangled. Useful for parrying.
  • Pike/sarissa – A devastating spear when used in formation against charging opponents, but ineffective at close-quarters combat. Between ten and twenty feet in length.
  • Lance – A specialized cavalry spear with a heavy metal tip, only effective when used in mounted combat. Devastating at full gallop, but slow to ready. Usually between eight and twelve feet in length.

Whips

Name AP Parry Harm Type Notes Cost Mus
Bullwhip 3 βˆ’5 2 S +1 vs Parry, Disarm +3, Grip +3 100𝕀 1
Studded/spiked whip 3 βˆ’5 3 S +1 vs Parry, Disarm +3, Grip +3 150𝕀 1
  • Bullwhip – A single-tailed whip made of braided leather, historically used in cattle herding. Around ten feet long and capable of wrapping around objects or the limbs of opponents.
  • Studded/spiked whip – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.

Chains

Name AP Parry Harm Type Notes Cost Mus
Kusari-gama‑ 4 βˆ’1 5 B,S +1 vs Parry, Disarm +2, Grip +3 250𝕀 4
Ball & chain‑ 5 βˆ’3 8 B +2 vs Parry, Disarm +1, Grip +2 200𝕀 5
  • Kusari-gama – A Kama (see One-handed Axes) attached at its base to a heavy metal weight by a three- to five-foot length of chain. The weighted ball can be used to strike opponents and wrap around limbs or weapons, and entangled foes are easily dispatched by the Kama blade.
  • Ball & chain – A solid metal weight attached to a four- to six-foot chain. Sometimes these are available with a weight at each end. The velocity of the weight combined with its small striking surface makes this weapon's attacks very difficult to deflect.

Thrown

Name AP Parry Harm Type Notes Cost Mus
Dart† 3 βˆ’7 1 P 5𝕀 1
Shuriken† 3 βˆ’6 2 S 15𝕀 1
Throwing knife† 3 βˆ’4 3 S 20𝕀 1
Boomerang/throwing stick 3 βˆ’3 3 B 25𝕀 2
Throwing axe/tomahawk 3 βˆ’1 4 S See One-handed Axes for melee Harm 50𝕀 2
Javelin/pilum 3 βˆ’2 4 P See Spears for melee Harm 50𝕀 2
Chakram 3 βˆ’3 4 S 75𝕀 2
  • 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, flattened metal object with three to twelve sharpened tips.
  • Throwing knife – A knife weighted and designed exclusively for throwing.
  • Boomerang/throwing stick – A well-balanced bent, flat, wooden stick capable of striking targets up to 40 yards away with stunning force. A mundane boomerang will not return if it impacts a target.
  • Throwing axe/tomahawk - See entry in One-handed Axes.
  • Javelin/pilum - See entry in Spears.
  • Chakram – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.

Bows

Name AP Parry Harm Type Notes Cost Mus
Short bow‑ 4 βˆ’4 10 P 200𝕀 4
Longbow‑ 5 βˆ’2 14 P 350𝕀 5
  • Short Bow – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows. With skill, can be used to great effect while mounted. Effective range is between 3 and 150 yards.
  • 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 over great distances. Effective range is between 4 and 250 yards.

See the Combat Items heading below for bow ammunition.

Crossbows

Name AP Parry Harm Type Notes Cost Mus
Pistol crossbow† 3 βˆ’4 6 P Reload: 3AP 600𝕀 1
Crossbow‑ 4 βˆ’3 20 P Reload: 8AP 400𝕀 3
Heavy crossbow/arbalest‑ 5 βˆ’3 30 P Reload: 16AP 750𝕀 5
  • Pistol crossbow – A one-handed crossbow, capable of being easily concealed. Bolts for this crossbow are much smaller than standard bolts. Its small size also makes it effective at point-blank range, though it is only accurate up to 50 yards.
  • 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. Effective range is between 3 and 100 yards.
  • Heavy crossbow/arbalest – A very large crossbow with a metal bow. Has a crank to be used for reloading. This crossbow hits with a sickeningly massive force. Effective range is between 4 and 300 yards.

See the Combat Items heading below for bow ammunition.

Firearms

Name AP Parry Harm Type Notes Cost Mus
Matchlock pistol 3 βˆ’4 20 P Reload: 12AP 2000𝕀 2
Matchlock long gun‑ 4 βˆ’3 30 P Reload: 18AP 3000𝕀 4
Flintlock pistol 3 βˆ’4 20 P Reload: 9AP 3000𝕀 2
Flintlock long gun‑ 4 βˆ’2 30 P Reload: 12AP 4000𝕀 4
  • Matchlock Pistol - The most basic firearm with a mechanical firing system, in which musket balls are propelled down the smooth bore by touching a burning "match" or length of twisted cord to an ignition pan loaded with gunpowder. Expensive, cumbersome, slow to reload, and loud, it is nonetheless a terribly powerful weapon at short range. Effective from point blank to 30 yards out.
  • Matchlock long gun - Larger and heavier than a pistol, but more accurate at range, which is between 3 and 75 yards.
  • Flintlock Pistol – A more advanced firing mechanism (the re-usable flint replaces the troublesome match and all the associated problems of relying upon an open flame for ignition) and better overall construction makes this pistol more accurate and quicker to reload than its matchlock ancestor. Effective from point blank to 50 yards out.
  • Flintlock long gun – The most advanced hand-held weapon of pre-industrial society. Effective from 3 to 100 yards out.

See the Combat Items heading below for bow ammunition.

Miscellaneous & Specialized

Name AP Parry Harm Type Notes Cost Mus
Net 5 βˆ’2 0 N/A Grip +5 50𝕀 1
Blowgun† 3 βˆ’7 0 P Reload: 1AP 25𝕀 1
Sling† 3 βˆ’5 3 B Reload: 1AP 10𝕀 2
  • Net – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
  • Blowgun – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver harmful contaminants (especially poisons and sedatives).
  • Sling – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, to greatly increase their thrown velocity.

Shields

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

Name AP Parry Harm Type Notes Cost Mus
Buckler 3 +3 2 B 100𝕀 1
Kite shield/heater 3 +4 3 B 175𝕀 2
Heavy shield/hoplon 4 +5 4 B +1 to Trip 250𝕀 4
Tower shield/scutum 4 +6 5 B +2 to Trip 350𝕀 5
  • Buckler - A small dueling shield, at most eighteen inches in diameter.
  • Kite shield/heater – An advanced shield intended to complement heavier armor, tapered at the bottom to reduce weight. Constructed of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy shield/hoplon – The most basic shield, 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.
  • Tower shield/scutum - A massive oval or rectangular shield that can conceal most of the wielder's body, but is heavy and limits mobility.

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 because of the armor's weight or size. The GM might require that the hindrance is applied to skill checks such as Grip, Dash, Gymnastics, Stealth, Thievery, and perhaps even Perception (if wearing a fully-enclosed helm). The weight of armor should be included when determining Might checks to lift another person, or swim while wearing heavy armor.
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.
Type Bonus Hindrance Notes Cost Don/Remove
Padded
Cloth 1 0 Can be worn over Mail, half repair cost 100𝕀 12/8
Leather 2 0 Can be worn over Mail, half repair cost 200𝕀 12/8
Brigandine
Brigandine 3 0 Can be worn over Mail 700𝕀 10/6
Lamellar
Leather 3 1 βˆ’1 Armor vs. Piercing 300𝕀 24/12
Bronze 4 2 βˆ’1 Armor vs. Piercing 400𝕀 24/12
Iron 5 3 βˆ’1 Armor vs. Piercing 600𝕀 24/12
Steel 5 2 βˆ’1 Armor vs. Piercing 800𝕀 24/12
Mail
Bronze 5 2 βˆ’1 Armor vs. Bludgeon, half repair cost 1800𝕀 24/12
Iron 6 3 βˆ’1 Armor vs. Bludgeon, half repair cost 2400𝕀 28/14
Steel 6 2 βˆ’1 Armor vs. Bludgeon, half repair cost 3200𝕀 28/14
Cuirass
Leather 2 0 Can be worn over Padded 150𝕀 24/12
Bronze 3 2 Can be worn over Padded 600𝕀 30/16
Iron 4 2 Can be worn over Padded 800𝕀 30/16
Steel 4 1 Can be worn over Padded 1000𝕀 30/16
Plate
Bronze 8 4 +1 to Leadership, Negotiate, Intimidate 2500𝕀 48/24
Iron 9 5 +1 to Leadership, Negotiate, Intimidate 3000𝕀 48/24
Steel 9 4 +1 to Leadership, Negotiate, Intimidate 4000𝕀 48/24
Steel, Full 10 5 +1 to Leadership, Negotiate, Intimidate 6000𝕀 60/30
  • Padded Armor – Armor which is made of layered fabric, such as cotton, linen, wool, or even soft leather, and is usually quilted. Sometimes referred to as a gambeson or a jupon. Often padded armor is a single, long garment that partially covers the thighs.
  • Brigandine – A heavy cloth surcoat reinforced with numerous metal rivets. While offering decent, lightweight protection on its own, it makes for an excellent outer layer for mail.
  • Lamellar – Lamellar armor is composed of many small plates of hardened and laminated leather or metal laced into a padded backing, and generally includes a breastplate, thigh, shin, arm, and wristguards, though it may also take the form of a rather stiff, calf-length coat with short sleeves and bracers.
  • Mail – A mail shirt, called a hauberk, is knee-length and woven from hundred of interlocking metal rings, worn over a lightly padded gambeson. A suit of mail also includes a coif covering the head, chausses to cover the legs, and mail-reinforced gauntlets. Mail is heavier and more movement restricting than lighter armors, but offers a high degree of protection against Slashing and Piercing attacks.
  • Cuirass – Commonly called a breastplate, the simplest type of cuirass encloses the vital organs of the torso in boiled or laminated leather. Cuirasses of bronze, forged iron, or steel tend to consist of two to four durable metal plates held together with leather straps and laces. While a cuirass offers solid defense for chest and back, it is best worn over padded armor to ensure some degree of protection for the limbs.
  • Plate – A suit of metal plates affixed in certain vital locations. Poleyns are strapped over the knees, cuisses over the thighs, couters cover the elbows, pauldrons the shoulders, and a cuirass protects the torso. A tasset is attached below the cuirass to cover the hips. This suit also includes gauntlets and greaves. Plate armor is very noisy and restrictive to movement, but provides great protection.
  • Full Plate – A finely-crafted suit of armor that is individually fitted to the wearer. Full suits of plate armor are tremendously expensive; even the plainest suit of full plate marks the wearer as someone of wealth, and many are elaborately adorned to 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 is 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. Full plate is heavy and restrictive, but provides the best protection possible in a pre-gunpowder age.

Modifications

Several modifications are available to trick out your weapon or armor.

Weapon Mods

  • Cheap – 50% cost of item, but is considered ruined after taking only a single point of Degradation. Incompatible with well-made.
  • Well-made – +1 to Accuracy. Cost is additional 50%. As noted above, the katana and nodachi are already considered well-made.
  • Telescopic Sight – 350𝕀. An accessory for firearms. Adds +1 Accuracy.
  • Bayonet – 25𝕀. An accessory for rifles which makes them function just like a hunting spear in melee combat.
  • Cruel – Creatures struck with the weapon gain a Bleeding Wound. Cost is additional 50%. Incompatible with bludgeoning weapons.

Armor Mods

  • Cheap – 50% cost of item, but is considered ruined after taking only a single point of Degradation. Incompatible with well-made.
  • Ornate – +1 to Leadership, Negotiate, and Intimidate. Cost is additional 50% and repair cost is additional 25%.
  • Well-made – +1 to Armor bonus. Cost is additional 50%.

Gear

Name Cost
Standard Kit 30𝕀
Camp Kit 25𝕀
Cooking Kit 25𝕀
Climbing Kit 25𝕀
Digging Kit 30𝕀
Disguise Kit 100𝕀
Healing Kit 80𝕀
Hunter's Kit 60𝕀
Lock and key 240𝕀
Manacles 240𝕀
Skald's Kit 70𝕀
Thieves Kit 200𝕀
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – 50β€² 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. Grants a +4 to Disguise check, supplies are depleted after 5 uses.
  • Healing Kit – Herbs, salves, cloth, bandages, needle and thread, scalpel, scissors. Grants a +4 to Healing check, supplies are depleted after 5 uses.
  • Hunter's Kit – Bird call, fishhooks, fish-line, snares, butterfly net, bear trap.
  • Lock and key – A metal locking mechanism and the key that opens it, appropriate for chains, doors, or chests. Can be picked with a DL 15 Machinery check. More complex locks that offer higher DLs are available; add an extra 120𝕀 for every 5 points on the DL, to a maximum of 30.
  • Manacles – A pair of iron restraints on a short length of chain that prevents a creature from using its arms. These manacles should work for all humanoid creatures of Size 0. Half price for Size βˆ’1, Double price for Size 1. Can be escaped with a DL 25 Thievery or Might check. More solid manacles that offer higher DLs are available; add an extra 120𝕀 for every 5 points on the DL, to a maximum of 40.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, 50β€² rope, crowbar.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease pencil, map/scroll case, waterskin, torches.

Combat Items

Name Cost
Acid vial 360𝕀
Arrows Γ—24 12𝕀
Black powder grenade 360𝕀
Bolts Γ—12 12𝕀
Flashbang 360𝕀
Firearm rounds Γ—10 360𝕀
Sea fire 240𝕀
Sick sack 120𝕀
Smoke screen 240𝕀
Tar ball 180𝕀
  • Acid vial – A small glass container full of a caustic fluid. When thrown or poured onto a combatant, it causes a point of degradation to worn armor (or shield, if a shield is used to parry). The target and anyone within 5 feet of the impact takes 1 point of burning damage. In addition, the target is subject to a Damage Roll. An acid vial has a Harm of 12, and Muscle cannot be included in the Damage Roll.
  • Arrows – The ammunition for bows. Most quivers are made to fit 2 dozen arrows. Arrows are single-use items; a successful shot ruins the arrow.
  • Black powder grenade – A volatile explosive projectile the size and shape of a pomegranate that must be lit and thrown. The thrower makes an Attack Roll, and anyone within 10 feet from the point of impact can attempt to Dodge. A black powder grenade has a Harm of 20, and Muscle cannot be included in the Damage Roll. It makes a stunning boom; all combatants in range, even those who successfully evade damage, must make a DL 15 Stamina check or move one step down the Knockout Track.
  • Bolts – The ammunition for crossbows, heavier than arrows. Pistol crossbow ammunition is 50% of the listed cost. Bolts are sold in bundles of one dozen. Bolts are single-use items; a successful shot ruins the bolt.
  • Firearm rounds – A powder horn and bullets for 10 shots. A powder horn can be used as an impromptu black powder grenade. Neither powder nor bullets can be reused.
  • Flashbang – A sophisticated mixture of chemicals that erupts with powerful light and sound. Anyone within 10 feet from the point of impact must make a DL 20 Stamina check. Those who fail gain the blinded and deafened conditions for 2 rounds. On a Critical Failure, the conditions last 4 rounds.
  • Sea fire – A vial containing a strange, gluey chemical mixture that burns when exposed to air or water. The flames ignite when the vial shatters. Targets struck by this vial immediately catch fire (see Chapter 9: Adventurers Beware). Anyone within 5 feet of the impact takes 1 point of burning damage. Very useful in naval combat, as ship decks, ropes, and sails can be easily set aflame.
  • Sick sack – An animal stomach filled with a putrid muck that would make anyone gag. It's gross! A successful hit causes the sack to burst, ejecting its rancid contents. The target must make a DL 15 Vitality check. Failure bestows acute disgust (i.e. nausea and vomiting) a severity 2 illness [treatable, fightable every hour, limited to 12 hours]. On a Critical Failure, the creature gains the unconscious condition. A sick sack can also be imbued with an infectious disease. "Ichor? I barely know her!"
  • Smoke screen – A mixture of compounds which produces a plume of thick white smoke. The smoke provides total cover, but ranged shots into the smoke have a 50% chance to hit. The smoke clears away within 10 rounds, unless wind is present, which shortens the duration to 2 rounds.
  • Tar ball – A mass of sticky black tar and rope that must be lit and thrown. Targets struck by a lit tar ball catch fire (see Chapter 9: Adventurers Beware). Very useful in naval combat, as ship decks, ropes, and sails can be easily set aflame. Anyone within 5 feet of the impact takes 1 point of burning damage.

Concoctions

Name Cost
Sleep tonic 360𝕀
Tranquilizer 12𝕀
Smelling salts 360𝕀
Rage Tonic 12𝕀
  • Sleep Tonic – sedative. Nighty night! This hypnotic brew elicits intense drowsiness when consumed. A creature that ingests a sleep tonic must make a DL 15 Vitality check or gain the unconscious condition. The effects last four hours.
  • Tranquilizer – paralytic. How do you stop a rhino from charging? A tiny amount of this neurotoxic substance is enough to drop a human. Coat an arrowhead in it and you can stop an elephant. A creature who absorbs this chemical must make a DL 18 Vitality check or gain the muted, paralyzed, and prone conditions. The effects last 90 minutes.
  • Smelling Salts – stimulant. It's good to keep some of these in your corner when you're punch drunk. A pungent ammonia smell wafts from this tiny flask.
  • Speed Tonic – stimulant: AP bonus
  • Inertia Tonic – sedative; AP penalty
  • Rage Tonic – stimulant, muscle bonus
  • Pacifier – sedative: muscle penalty
  • Fear Powder – psychoactive. Paranoia in a bag! A fine talc-like powder bound up in a fragile cloth sack that fits in the palm of your hand. The sack produces a pungent cloud of dust when it strikes a solid object. Any creature within 5 feet of the impact must make a DL 18 Vitality check or gain the rattled condition. The effects last one hour.
  • Mind Fog – psychoactive. This coil of incense comprises spices, resins, and oils harvested from rare desert plants. The smoke it produces when lit is severely discombobulating. Creatures that breathe air within 10 feet of a lit coil must make a DL 16 Vitality check or gain the confused and distracted conditions. The effects last one hour.
  • Pheromone Salve – psychoactive: bonus to charm (5 ft radius). Desperation is a stinky cologne.
  • Numb Tonic – psychoactive: unfeeling. "It doesn't matter." This dram of black fluid strips a creature of its emotions. It tastes gross, but it does the job. Creatures who drink it gain the unfeeling condition. The effects last four hours.

Mounts and Animals

Name Cost
Riding Horse 400𝕀
Working horse 40𝕀
Warhorse 2,000𝕀
Donkey 40𝕀
Ox 45𝕀
Cow 35𝕀
Pig 8𝕀
Sheep 6𝕀
Goat 4𝕀
Chicken 50Β’
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 an Animal Control check (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.
  • Working Horse – Unlike their brethren who are fleet of foot, working horses are bred to pull a load, such as for farming, or by drawing a cart.
  • Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being thrown 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.
  • Ox – Typically a castrated bull, bred as a hardworking animal. They're great at both plowing and transport, but they're not meant to bear a rider.
  • Cow – Your standard domesticated cattle. Different breeds may be better suited either as livestock or as dairy animals.
  • Pig – The end result of centuries of domesticating wild boars. Renowned for its meat and hide.
  • Sheep – This herd animal is favored for its meat, fur, and milk.
  • Goat – Closely related to the sheep, but with a cool beard. Also favored for its meat, fur, and milk.
  • Chicken – Domesticated fowl. They're widely used for their meat and eggs. Some regions also favor their feathers.

Availability of these animals depends on the geographic region. For instance, camels are more prevalent in the desert nation of Quensid than horses. The grasslands of The Veldt have far more bison than oxen. When appropriate, use the price listed for a similar animal.

Food and Drink

Name Unit Cost
Ale pint 15Β’
gallon 1𝕀
keg 30𝕀
Bread loaf 8Β’
Butter 1 lb. 1𝕀
Cheese 1 lb. 50Β’
Eggs dozen 30Β’
Flour 1 lb. 50Β’
Meals per day 1𝕀
Meat 1 lb. 1𝕀
Spices 1 lb. 20𝕀
Tobacco 1 lb. 10𝕀
Wheat 1 lb. 25Β’
Wine glass 15Β’
pitcher 3𝕀
keg 90𝕀

Services

Healing

  • 1𝕀 for each point of healing
  • 5𝕀 for each point of True Healing (to remove Tainted Damage)
  • 10𝕀 to treat curable illness (per level of severity)

Room and Board

  • 2𝕀 per night

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

  • 2𝕀 per day of travel

Outrider Guard

  • 10𝕀 per day

Translation

  • 5𝕀 per page

Coach Service

  • 1𝕀 per 5 miles