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
Clothing
Weapons
Action Points
Parry
Hurt
Type
Notes
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
|
5
|
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
|
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
|
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)
|
6
|
−3
|
8
|
P
|
Charge= 2x dmg
|
150𝕤
|
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
|
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
|
−2
|
3
|
P, S
|
Thrown
|
20𝕤
|
Short Bow
|
4
|
−2
|
10
|
P
|
2handed, +1 vs Disarm, Reload = 2AP
|
175𝕤
|
Longbow
|
5
|
−1
|
12
|
P
|
2handed, +1 vs Disarm, Reload = 2AP
|
225𝕤
|
Crossbow
|
4
|
−2
|
12
|
P
|
2handed, +1 vs Disarm, Reload = 3AP
|
400𝕤
|
Repeating Crossbow (4 Bolt "clip")
|
3
|
−2
|
10
|
P
|
2handed, +1 vs Disarm, Reload clip = 6 AP
|
1000𝕤
|
Hand Crossbow
|
3
|
NA
|
6
|
P
|
Reload = 2AP
|
600𝕤
|
Heavy Crossbow
|
6
|
−2
|
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
|
|
|
Heavy shield
|
4
|
+4
|
4
|
B
|
|
|
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
Backpack
Tent
Roll-up
Candle
Torch
Lantern
Rope
Grappling Hook
Manacles
Lock
Flint and tinder
Climbing Kit
Disguise Kit
Healing Kit
Dungeon Kit (Caltrops, etc)
Thieves Kit (lockpicks, glasscutter, scissors)
Skald's Kit (ink, parchment, bound book, small instrument)
|
Mounts and Animals
Riding Horse
Warhorse
Blackbeak
Donkey
|
Services