Difference between revisions of "Book:Equipment"
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+ | * ''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'' – | ||
+ | * ''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''=== | ===''Ranged''=== |
Revision as of 22:46, 12 July 2010
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 the Elysium RPG is measured in Sovereigns (𝕤), 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.
Starting characters begin the game with 500𝕤 unless they have purchased the Wealth trump.
Clothing
Name | Penalty | Cost |
---|---|---|
Royal Clothes | 0 | 500𝕤 |
Noble Court Clothes | 1 | 300𝕤 |
Cold Weather Clothes | 2 | 100𝕤 |
Woodsman's Clothes | 1 | 50𝕤 |
Peasant Clothes | 2 | 5𝕤 |
Wanderer's Clothes | 1 | 25𝕤 |
Fashionable Clothes | 0 | 400𝕤 |
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.
Blades
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Dagger/Knife | 2 | −2 | 2 | P, S | 25𝕤 | |
Short Sword/Gladius | 3 | 0 | 4 | P, S | 100𝕤 | |
Longsword | 4 | +1 | 5 | S, P | 250𝕤 | |
Bastard Sword 1h | 4 | −1 | 7 | S, P | 600𝕤 | |
Bastard Sword 2h | 4 | 0 | 8 | S, P | 2handed, +1 vs Disarm | 600𝕤 |
Greatsword | 5 | 0 | 9 | S, P | 2handed, +1 vs Disarm | 550𝕤 |
Rapier | 2 | +2 | 3 | P, S | +1 vs Disarm | 250𝕤 |
- 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 | −2 | 2 | S | 75𝕤 | |
Hatchet/Hand Axe | 2 | −2 | 3 | S | 55𝕤 | |
Berserker Axe | 4 | −1 | 5 | S | 175𝕤 | |
War Axe | 5 | −1 | 8 | S+B | 2handed, +2 vs Disarm | 350𝕤 |
Executioner/Great Axe | 6 | −2 | 10 | S+B | 2handed, +2 vs Disarm | 450𝕤 |
- 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 | 10𝕤 | |
Javelin/Pilum (thrown) | 3 | NA | 4 | P | Thrown | |
Infantry Spear | 3 | 0 | 4 | P | 75𝕤 | |
Trident | 3 | +1 | 4 | P | 125𝕤 | |
Boar Spear/Hunting Spear | 4 | +1 | 7 | P | 2handed, +2 vs Disarm | 100𝕤 |
Pike | 6 | −3 | 10 | P | 2handed, +2 vs Disarm | 200𝕤 |
Halberd | 5 | 0 | 9 | P, S | 2handed, +2 vs Disarm | 325𝕤 |
Glaive | 5 | 0 | 9 | S, P | 2handed, +2 vs Disarm | 325𝕤 |
Lance (mounted weapon) | 5 | −3 | 4 | P | Charge=2× Hurt | 150𝕤 |
- 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 | 20𝕤 | |
Wooden Club | 3 | 0 | 3 | B | 10𝕤 | |
Warhammer | 3 | 0 | 4 | B | 250𝕤 | |
Mace | 4 | 0 | 5 | B | 125𝕤 | |
Morningstar/Spiked Mace | 4 | 0 | 6 | B+P | 175𝕤 | |
Ball & Chain | 5 | −2 | 7 | B | +2 vs Parry | 200𝕤 |
Quarterstaff | 3 | +2 | 3 | B | 2handed, +2 vs Disarm | 100𝕤 |
Sledgehammer | 6 | −3 | 8 | B | 2handed, +2 vs Disarm | 50𝕤 |
Flail | 5 | −2 | 9 | B | 2handed, +2 vs Disarm, +2 vs Parry | 300𝕤 |
- 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 –
- 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 | 25𝕤 |
Dart | 2 | NA | 1 | P | Thrown | 5𝕤 |
Shuriken | 2 | NA | 2 | P, S | Thrown | 15𝕤 |
Throwing Knife | 3 | −4 | 3 | P, S | Thrown | 20𝕤 |
Short Bow | 4 | −4 | 10 | P | 2handed, +1 vs Disarm | 175𝕤 |
Longbow | 5 | −2 | 12 | P | 2handed, +1 vs Disarm | 225𝕤 |
Crossbow | 4 | −4 | 12 | P | 2handed, +1 vs Disarm, Reload = 3AP | 400𝕤 |
Repeating Crossbow (4 Bolt "clip") | 3 | −4 | 10 | P | 2handed, +1 vs Disarm, Reload clip = 6 AP | 1000𝕤 |
Hand Crossbow | 3 | NA | 6 | P | Reload = 2AP | 600𝕤 |
Heavy Crossbow | 6 | −4 | 14 | P | 2handed, +1 vs Disarm, Reload = 4AP | 550𝕤 |
Exotics
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Net | 5 | −4 | NA | NA | No damage; Entangle +5 | 50𝕤 |
Bullwhip | 4 | −5 | 2 | S | Entangle & Disarm +3, +1 vs Parry | 110𝕤 |
Studded/Spiked Whip | 4 | −5 | 3 | S | Entangle & Disarm +3, +1 vs Parry | 150𝕤 |
Claws | 2 | −2 | 3 | S | 125𝕤 | |
Sai | 2 | +2 | 1 | P | Disarm +2 | 85𝕤 |
Kusari-Gama (chain) | 3 | −5 | 3 | B | Entangle & Disarm +3, +1 vs Parry | 200𝕤 |
Nunchaku | 3 | 0 | 3 | B | Entangle & Disarm +1 | 100𝕤 |
Katana 1h | 3 | 0 | 5 | S, P | 1000𝕤 | |
Katana 2h | 4 | 0 | 8 | S, P | 2handed, +1 vs Disarm |
Shields
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Light shield | 2 | +2 | 2 | B | 250𝕤 | |
Heavy shield | 4 | +4 | 3 | B | 400𝕤 |
Sized Weapons
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.
Name | Bonus | Notes | Hindrance | Cost |
---|---|---|---|---|
Padded | 1 | 0 | 50𝕤 | |
Leather | 2 | 0 | 150𝕤 | |
Reinforced Leather | 3 | 0 | 250𝕤 | |
Half-Chain | 4 | 0 | 600𝕤 | |
Breastplate | 5 | 0 | 800𝕤 | |
Chain Mail | 6 | 1 | 1100𝕤 | |
Scale Mail | 7 | 2 | 1,600𝕤 | |
Half Plate | 8 | 3 | 3,500𝕤 | |
Field Plate | 9 | 4 | 8,000𝕤 |
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 −1, scale will take a −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 | 30𝕤 |
Camp Kit | 25𝕤 |
Cooking Kit | 25𝕤 |
Climbing Kit | 25𝕤 |
Digging Kit | 30𝕤 |
Disguise Kit | 100𝕤 |
Healing Kit | 80𝕤 |
Thieves Kit | 200𝕤 |
Skald's Kit | 70𝕤 |
- 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 | 800𝕤 | |
Warhorse | 2,000𝕤 | |
Blackbeak | 4,000𝕤 | |
Donkey | 50𝕤 | |
Bullhound | 1,000𝕤 | |
Leather Barding | 700𝕤 | |
Steel Barding | 2,000𝕤 | |
War Barding | 10,000𝕤 |
- 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
- 1𝕤 for each HP healed
- 5𝕤 for each Tainted HP healed
- 50𝕤 for curing of most common disease or poisons
- 250𝕤 for curing of uncommon disease or poisons
Room and Board
- 1𝕤 per night
Stabling
- 1𝕤 per night for horses
- 3𝕤 per night for exotic animals
Shipping/Passage
- 5𝕤 per week of travel for each passenger/piece of cargo
Messenger
- 2𝕤 per day of travel
Outrider Guard
- 10𝕤 per day
Translation
- 5𝕤 per page
Coach Service
- 1𝕤 per 5 miles