Book:Equipment

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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 (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.

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 Attack Roll.
Type
The type of Harm the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Harm.
Notes
Any relevant notes about the weapon.

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.

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.

Blades

Name AP Parry Harm Type Notes Cost Mus
Dagger/Knife† 3 βˆ’2 2 P, S 25𝕀 1
Main-Gauche 3 +2 1 P, S Disarm +2 125𝕀 1
Stiletto/Poignard† 3 βˆ’2 3 P 90𝕀 1
Dirk/Combat Knife† 3 βˆ’1 3 S, P 90𝕀 2
Short Sword/Gladius 3 0 4 P, S 100𝕀 3
Longsword 4 +1 5 S, P 250𝕀 4
Broadsword 4 0 6 S 175𝕀 5
Bastard Sword 1h 4 βˆ’1 7 S, P 600𝕀 6
Bastard Sword 2h‑ 4 0 8 S, P 600𝕀 6
Greatsword‑ 5 0 9 S, P 550𝕀 7
Saber 3 +1 4 S, P +1 vs Disarm 200𝕀 4
Cutlass 3 0 4 S, P +1 vs Disarm 125𝕀 4
Rapier 3 +2 3 P, S +1 vs Disarm 250𝕀 3
Scimitar 3 0 4 S, P 125𝕀 4
Punch Dagger† 3 NA 3 P Uses Hand-to-hand Skill 50𝕀 1
Claws 3 βˆ’2 3 S 125𝕀 1
Sai† 3 +2 1 P Disarm +2 85𝕀 1
Kama/Hand Sickle 3 βˆ’1 3 S Disarm +1 65𝕀 2
Khopesh 3 +1 3 S Disarm +1 125𝕀 3
Falchion‑ 5 βˆ’1 9 S 550𝕀 6
Katana 1h 3 0 5 S, P 1000𝕀 5
Katana 2h‑ 4 0 8 S, P 5
Nodachi‑ 5 0 10 S, P 2000𝕀 7
  • 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.
  • 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.
  • Claws – A pair of metal bands worn around the fingers or hand which have on the back side 3–5 small, curved, metal blades, resembling the claws of a wild animal.
  • Sai – A long, pointed, dagger-shaped metal baton with two short prongs stemming from the side. Used to trap and sometimes break larger blades.
  • Kama/Hand Sickle – A farming tool that makes a decent improvised weapon. It consists of a short, metal handle from which extends a perpendicular curved blade.
  • Khopesh – A sort of hybrid of the sword and battle axe, around 2 feet in length. Features a standard sword hilt but a strangely curved blade. Only the outside curve of the blade is sharpened.
  • Falchion – A two-handed sword with a long, single-edged, slightly-curved blade that is weighted at the far end, making it useful for chopping strikes similar to an axe. Typically around 4 feet in length.
  • Katana – A masterfully crafted sword and status symbol. It has a slightly-curved blade and a single sharp edge. The hilt varies in length, but the blade itself is usually 28 inches long. When held in two hands, it provides more power and leverage to the wielder.
  • Nodachi – A larger two-handed sword than the katana, and just as well-made. The entire sword including the handle is usually 5 feet in length.


Axes

Name AP Parry Harm Type Notes Cost Mus
Throwing/Tomahawk† 3 βˆ’2 2 S 75𝕀 1
Hatchet/Hand Axe† 3 βˆ’2 3 S 55𝕀 2
Berserker Axe 4 βˆ’1 5 S 175𝕀 4
War Axe‑ 5 βˆ’1 8 S+B 350𝕀 6
Executioner/Great Axe‑ 5 βˆ’2 10 S+B 450𝕀 8
Axe Spike (for Berserker, War, Great, and Double Axes) 3 NA 4 P 40𝕀
Pickaxe‑ 4 βˆ’3 8 P+B 50𝕀 6
  • 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.

Polearms

Name AP Parry Harm Type Notes Cost Mus
Javelin/Pilum (melee) 3 0 2 P 10𝕀 2
Javelin/Pilum (thrown) 3 NA 4 P Thrown 2
Infantry Spear 3 0 4 P 75𝕀 2
Pitchfork 3 0 3 P 30𝕀 2
Trident 3 +1 4 P 125𝕀 3
Broadspear 4 0 5 P, S 125𝕀 4
Boar Spear/Hunting Spear‑ 4 +1 7 P 100𝕀 6
Pike‑ 5 βˆ’3 10 P 200𝕀 5
Halberd‑ 5 0 9 P, S 325𝕀 6
Glaive‑ 5 0 9 S, P 325𝕀 6
Scythe‑ 5 βˆ’3 10 S 100𝕀 5
Lance (mounted weapon) 5 βˆ’3 4 P Charge=Γ—2 Harm 150𝕀 5
  • 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 Harm Type Notes Cost Mus
Hand-to-hand 3 0 1 B NA 1
Sap† 3 NA 1 B 20𝕀 1
Wooden Club 3 0 3 B 10𝕀 2
Warhammer 3 0 4 B 250𝕀 3
Mace 4 0 5 B 125𝕀 4
Edged Mace 4 0 6 B+S 175𝕀 4
Morningstar/Spiked Mace 4 0 6 B+P 175𝕀 4
Ball & Chain 5 βˆ’2 7 B +2 vs Parry 200𝕀 6
Quarterstaff‑ 3 +2 3 B 100𝕀 3
Sledgehammer‑ 5 βˆ’3 8 B 50𝕀 7
Flail‑ 5 βˆ’2 9 B +2 vs Parry 300𝕀 8
Maul‑ 5 βˆ’3 10 B 500𝕀 8
Cestus/Knuckles† 3 NA 2 B Uses Hand-to-hand Skill 50𝕀 1
Kusari-Gama (chain) 3 βˆ’5 3 B Entangle & Disarm +3, +1 vs Parry 200𝕀 3
Nunchaku† 3 0 3 B Entangle & Disarm +1 100𝕀 2
  • Hand-to-hand – Your bare fists. You want a description? Look at 'em!
  • Sap – A small club consisting of leather-wrapped lead. Known for easy concealment.
  • Wooden Club – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
  • War hammer – A hand-held weapon with a metal head created to battle armored foes. Often a spike is found on the reverse side of the head.
  • Mace – A single-handed weapon with a heavy metal head on a sturdy wooden or metal handle.
  • Edged Mace – A mace with a flanged or edged head, useful for deeper impact during a swing.
  • Morning star – A mace with metal spikes of differing size protruding from the head.
  • Ball and chain – A solid metal weight attached to a lengthy chain. Sometimes these are available with a weight at each end.
  • Quarterstaff – A long wooden pole, typically taller than the wielder. Crude versions can be found in forested areas, but more sophisticated versions are crafted.
  • Sledgehammer – A two-handed hammer with a heavy head on one end and a wooden haft up to 3 feet in length.
  • Flail – A two-handed handle with a chain connected to a solid metal spiked ball. Opponents have difficulty parrying swings from this weapon.
  • Maul – A two-handed hammer with a large metal head, similar to a sledgehammer, but capable of more powerful impacts.
  • 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.
  • Kusari-gama (chain) – The chain portion of the Kusari-gama has a weighted ball at one end which can be used to strike opponents and wrap around limbs or weapons.
  • Nunchaku – A pair of metal or wooden rods attached by a short chain. The nunchaku is a speedy weapon which can be used to grab and disarm opponents.

Ranged

Name AP Parry Harm Type Notes Cost Mus
Blowgun† 3 NA NA P No Damage, Reload = 1AP 25𝕀 0
Dart† 3 NA 1 P Thrown 5𝕀 1
Shuriken† 3 NA 2 P, S Thrown 15𝕀 1
Throwing Knife† 3 βˆ’4 3 P, S Thrown 20𝕀 2
Boomerang 3 βˆ’2 2 B Thrown 25𝕀 1
Chakram 3 βˆ’3 4 S Thrown 60𝕀 3
Sling† 3 βˆ’5 3 B Thrown; Reload = 1AP 10𝕀 2
Short Bow‑ 4 βˆ’4 10 P 175𝕀 4
Longbow‑ 5 βˆ’2 12 P 225𝕀 6
Crossbow‑ 4 βˆ’4 12 P Reload = 3AP 400𝕀 3
Repeating Crossbow‑ 3 βˆ’4 10 P Reload 4-bolt clip = 6AP 1000𝕀 4
Hand Crossbow† 3 NA 6 P Reload = 2AP 600𝕀 2
Heavy Crossbow‑ 5 βˆ’4 14 P Reload = 4AP 550𝕀 5
Flint Pistol† 3 N/A 12 P Reload = 18AP 2000𝕀 2
Flint Rifle‑ 3 βˆ’1 14 P Reload = 24AP 2250𝕀 4
Revolver 3 N/A 12 P Reload 6 shots = 6AP 2750𝕀 3
  • Blowgun – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver poisons, nerve agents, and other toxins.
  • Dart – A small, heavy projectile with fletching on the tail and a narrow pointed end. Too short to be used as ammunition in a bow.
  • Shuriken – Small, pointed object with sharpened tips. Either straight or star-like. Can be used as a stabbing weapon also.
  • Throwing knife – A knife, different from a typical dagger in that it is weighted and designed for throwing.
  • Boomerang – A masterfully-crafted, bent, flat, wooden stick capable of rotating at high speed and great lengths. A mundane boomerang will not return if it impacts a target.
  • Chakram – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.
  • Sling – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, and hurled at targets.
  • Short Bow – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows.
  • Longbow – Similar to a short bow, but nearly as tall as the person who wields it. These are capable of launching arrows with startling force.
  • Crossbow – A bow mounted horizontally on a wooden stock. A high-tension bow string delivers around the same punch as a longbow in a smaller size. Typically reloaded with a pull or push lever.
  • Repeating Crossbow – A crossbow with a mechanism to string the bow, load the bolt, and fire it in one motion. Each cartridge loaded into the bow contains 4 bolts.
  • Hand Crossbow – A tiny crossbow, capable of being held in one hand. Bolts for this crossbow are much smaller than standard bolts.
  • Heavy Crossbow – A very large crossbow with a metal draw string. Has a crank to be used for reloading. This crossbow hits with a sickeningly massive force.
  • Flint Pistol – A hand-held firearm usually used in self-defense or duels. Popular in conjunction with another weapon.
  • Flint Rifle – A long firearm held in two hands capable of precision and range.
  • Revolver – A hand-held firearm which is capable of firing a round, reloading, and readying for the next shot for each pull of the trigger.

Exotics

Name AP Parry Harm Type Notes Cost Mus
Net 5 βˆ’4 NA NA No damage; Entangle +5 50𝕀 3
Bullwhip 3 βˆ’5 2 S Entangle & Disarm +3, +1 vs Parry 110𝕀 2
Studded/Spiked Whip 3 βˆ’5 3 S Entangle & Disarm +3, +1 vs Parry 150𝕀 2
  • Net – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
  • Bullwhip – A single-tailed whip made of braided leather, historically used in cattle herding. Around 10 feet long and capable of wrapping around objects or limbs of opponents.
  • Studded/Spiked Whip – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.

Shields

Name AP Parry Harm Type Notes Cost Mus
Buckler 3 +1 1 B 100𝕀 1
Light shield 3 +2 2 B 250𝕀 2
Medium shield 4 +3 2 B 325𝕀 3
Heavy shield 4 +4 3 B +1 to Trip 400𝕀 4
  • Light shield – A simple shield made of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy shield – A large shieldβ€Šβ€”β€Šlarge enough to cover nearly from the shoulders to the knees. Often dish-shaped, made of wood and covered with a layer of bronze or similar metal. Its weight makes it particularly effective as a bludgeoning weapon, and is known to knock an opponent backwards or prone.

Armor

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

Bonus
This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
Hindrance
The penalty imposed to certain rolls
Don AP
The amount of time in AP that it takes to put on this armor with assistance. Without assistance, it's double this number.
Remove AP
The amount of time in AP that it takes to remove this armor with assistance. Without assistance, it's double this number.
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.

Mods

  • 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%.

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).

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.

Gear

Name Cost
Standard Kit 30𝕀
Camp Kit 25𝕀
Cooking Kit 25𝕀
Climbing Kit 25𝕀
Digging Kit 30𝕀
Disguise Kit 100𝕀
Healing Kit 80𝕀
Thieves Kit 200𝕀
Skald's Kit 70𝕀
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – Rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry. Grants a +4 to Disguise check, supplies are depleted after 5 uses.
  • Healing Kit – Herbs, salves, anti-venoms, bandages, needle and thread, scissors. Grants a +4 to Healing check, supplies are depleted after 5 uses.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.

Mounts and Animals

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

Services

Healing

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

Room and Board

  • 1𝕀 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