11 – Equipment

<< Complications                   

    Skills, abilities, and magic alone aren’t always enough to see characters through to victory. They need the right gear. This section includes an example equipment table listing the price, characteristics, and mass of various items adventurers might want to have.
    The price list has prices in gold pieces (“gold”, g), silver pieces (“silver”, s), copper pieces (“pennies”, p), iron pieces (“bits”, b) and is based on the following economic assumptions: 

· The economy is primarily silver-based; gold coins are rare, and most folk use copper and iron coins on a daily basis

· Average daily wage for an unskilled manual laborer: 1s (skilled labor is worth more, depending on various economic factors)

· Average yearly income for a family of five: 576s (2s per day, 12s per week, 48 weeks of work per year)

· Average cost of living for a family: 5-10s per week

· Average room for one night at an average inn: 2s (often includes 2 meals)

· Average meal at an average inn: 1p

· Average mug of ale at an average inn: 5b

· Average price of a loaf of bread: 2p

· Listed items are reasonably available; the law of supply and demand may alter prices

· 1000b = 100p = 10s = 1g

Character Sheet Notes


Equipment should be recorded in the Powers and Equipment section of the Character Sheet. However, you need not record the point value of equipment. Weapons you will probably want to summarize in the Attacks & Maneuvers section on the front page, and Armor will contribute to the values recorded in Defenses.


Character Creation Steps

1. Grab a blank Character Sheet

2. Choose a Racial and Cultural Template (20 points)

3. Choose an Archetype (25 points)

4. Choose a Disposition (15 points)

5. Choose a Background (10 points)

6. Choose Characteristic Sets (5 Sets; 50 points)

7. Choose additional Abilities (Skills, Talents, or Perks; 30 points)

8. Choose 50 points of Matching Complications

9. Purchase Equipment with 250 SP

STARTING WEALTH

    All PCs start the game with 275s. This may not represent actual cash in hand, but equipment obtained earlier in their lives from patrons, as battle-trophies, or the like.

    Many Perks provide a bonus to starting wealth. The Perks which contribute to Starting Wealth are: Money, Social Status, Professional Guild, and Arcane Guild. Additionally, Thieves’ Guild and Military Rank provide a bonus equal to half the value listed for Guilds. The Cleric Perk and Shaakdaar do not provide a starting wealth bonus.

LEVEL      MONEY      SOCIAL       GUILD

1                +75s             +100s          +50s

2                +150s           +200s          +100s

3                +300s           +300s          +150s

4                +600s           +400s          +200s

ENCUMBRANCE

Getting Into and Out of Armor

Shields: ½ phase (ready or drop), 1 phase to sling on back (using 2 hands)

Cloth, Leather, Studded Leather:
10 phases* (don/doff) or 4 phases (don hastily)

Scalemail, Splintmail, Chainmail: 40 phases* (don)/10 phases* (doff) or 10 phases (don hastily)


Don Hastily imparts a penalty of -1 DEX/DCV until the character spends the appropriate time refitting the armor.


With the help of at least one person these times can be cut in half.

    A character that carries around heavy equipment may become encumbered, and therefore not able to fight as well as he normally can. As indicated on the accompanying table, encumbrance can affect the character’s DEX-based rolls, DCV, Essence Shaping Skill, rate of movement, and may tire him out quickly.

Encumbrance Table

                        Total Weight Carried
STR                10%    20%    40%    60%    80%   
1                      1          2          3          5          6
2                      2          3          6          10        13
3                      3          5          10        15        20
4                      4          8          15        23        30
5                      5          10        20        30        40
6                      6          12        23        35        46
7                      7          13        27        40        54
8                      8          15        30        45        60
9                      9          18        35        53        70
10                    10        20        40        60        80
11                    11        21        43        64        86
12                    12        23        46        70        93
13                    13        25        50        76        101
14                    14        27        55        82        110
15                    15        30        60        90        120
16                    17        33        66        99        132
17                    18        36        73        109      146
18                    20        40        81        121      162
19                    22        45        90        134      179
20                    25        50        100      150      200
21                    28        56        112      168      224
22                    31        63        126      188      251
23                    35        71        141      212      282
24                    40        80        159      239      318
25                    45        90        180      270      360
26                    51        102      204      306      408
27                    58        116      231      347      462
28                    66        131      262      394      525
29                    75        149      298      448      597
30                    85        170      340      510      680

Penalty           -1         -2         -3         -4         -5
Move Mod      100%   75%     50%     25%     10%
END Drain    -0         -5         -10       -15       -20

Total Weight Carried: A percentage of the total weight a character can carry. Values indicate the threshold at which to apply Penalty, Move Mod, and END Drain.

Penalty: The penalty to a character’s DCV and all DEX Rolls, as well as the Essence Shaping skill.

Move Mod: Modification to Movement. 

END Drain: Reduction in END. END returns at a rate equal to the character’s REC over a rest period of one step up on the Time Chart from the duration of exertion. For example, being Encumbered all day (Time Chart: 1 Day) will allow the character to recover per 6 Hours of rest. 

ADVENTURING GEAR

Item                                        Price   Mass   Notes 

Acid, weak                              5s        0.15     See Acid, p. XX

Acid, mild                               20s      0.15     See Acid, p. XX

Acid, strong                            80s      0.15     See Acid, p. XX

Bedroll                                    40s      1          Required for sleeping comfortably on ground

Blanket                                    25s      0.5      

Block and tackle                      20s      2          +10 STR for lifting

Chalk                                       1b        0.01     1 piece

Climbing gear                          20s      0.2       Climbing +2; not rope/grappling hook

Crowbar                                  15s      2          +5 STR as lever; can be used as Heavy Club with -1 OCV

Delver’s tools, steel                90s      0.1       Lockpicking and Security Systems Skills tools (-2 without)

Demolition kit                         30s      2.5       +1 PS: Demolitionist

Disguise kit                             20s      0.1       Disguise Skill tools (-2 without, 10 Charges)

Firewood                                 2b        8          1 day’s worth

Fishing hook and line              2b        0.01    

Flint and steel                         8p        0.01    

Gonne Maintenance kit          60s      2.5       PS: Gonnesmith tools (-2 without)

Grappling hook                       10s      1.8       Attack Roll vs. DCV 3 to hook, apply Range Penalty; required to secure rope without knotting

Greyfire, flask                         20s      0.2       Fire: 1d6-1, Area Of Effect (2m Radius; +1/4), Damage Over Time, Lock out (cannot be applied multiple times) (20 damage increments, damage occurs every three Segments, can be negated by Dousing/Washing Off); Requires a Roll (Malfunction 1d6)

Holy symbol of Lensae          10s      0.1       Appropriate for all ministrations and Channeling

Holy water                              10s      0.5       Sunlight: 1d6, AVAD (Defense Is Impermeable Defenses, All or Nothing), Does BODY, RBS (STR+20m), Affects Desolidified (Only Works Against Essence (Spirit) Special Effect); Only Works Against Undead Or Abomonae; Contact with target creature will cause container to burst

Mirror, small steel                  15s      0.1      

Musical Instruments               30s      3          Specific instrument types may vary in cost

Oil                                           5s        0.6       0.5L in clay bottle

Pole, wooden                          2s        1.8       3m long

Rope                                       10s      5          16m long; Climbing +3

Signet ring                               45s      —       

Soap                                        1p        0.01     1 cake

Spike, iron                               6s        0.5      

Spyglass                                  600s    0.5       +8 RMod for Sight Group PER Rolls

Tent, canvas                            15s      6          2 person capacity

Whetstone                               5p        0.08     Used to sharpen blades

Whistle, tin                             10s      0.01     Can be heard with +8 to Hearing Group PER Rolls

 

CLOTHING

            Clothing Mass and Price should be adjusted for size. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4.

            PRE bonus is for Interaction Skills only. Outfits do not include footwear.

            Outfits can only be worn over light armors.

                                                           

Item                                        Price   Mass   Notes 

Baldric                                     5s        0.4      

Boots                                      15s      0.5       Protect the feet (2 PD/2 ED)

Cloak or Cape                         15s      1         

Cleric’s Outfit                         30s      2          +2 PRE for interacting with the devout

Common Outfit                      20s      3.5      

Entertainer’s Outfit                30s      1.5       +2 PRE for entertaining

Explorer’s Outfit                    40s      3.5       10 small pockets (0.25kg of storage each); water resistant

Formal Outfit                          30s      2          +2 PRE for social occasions

Gloves                                     10s      0.2       Protects the hands (1 PD/1 ED)

Hat                                          4s        0.1      

Hunter’s Outfit                       40s      2.5       Water resistant; +1 Concealment, Shadowing, Stealth (Only Works In Forests)

Scholar’s Outfit                      30s      2.5       +2 PRE, only with other Scholars

Shoes                                       7s        0.15     Protects the feet (1 PD/1 ED)

Tabard                                     6s        0.2      

Traveler’s Outfit                     30s      2.5       Water resistant

 

CONTAINERS

Item                                        Price   Mass   Notes 

Backpack                                10s      1.5       20kg capacity

Barrel, wooden                        10s      10        100kg capacity

Bottle, clay                             15b      0.5       1L capacity

Bottle, glass                            6p        0.5       1L capacity

Chest, small wooden               30s      2          25kg capacity

Flask, clay                               13b      0.2       0.2L capacity (5 drinks)

Flask, glass                              4p        0.2       0.2L capacity (5 drinks)

Flask, steel                              9s        0.2       0.2L capacity (5 drinks)

Pouch, belt                              1s        0.1       0.5kg capacity

Quiver                                     4s        0.25     Holds 10 arrows or bolts

Sack, leather                            2s        0.3       15kg capacity

Sack, cloth                               3p        0.2       25kg capacity

Saddlebags                               15s      3          20kg capacity (x2)

Satchel                                     5s        1          10kg capacity

Waterskin                                8s        0.1       1L capacity


FOOD, DRINK, AND LODGING

Item                                        Price   Mass   Notes

Ale or Beer                              5b        0.5       1 mug

Bread                                       2p        0.7       1 loaf

Butter                                      3p        1         

Cheese                                     1p        0.33     1 wheel

Coffee, cup                             3b        0.2       1 cup

Coffee, sack                            3p        1          1kg

Inn, common room                  2p        —        1 person for 1 day

Inn, room                                2s        —        1 person for 1 day

Liquor, drink                           2b        0.04    

Liquor, bottle                          3s        2          1L; includes clay bottle

Mead                                       1p        0.5       1 mug

Meal, common                        1p        —       

Meat                                       5p        1          1 shoulder

Meat, salted                            1s        1          1 shoulder, preserved

Travel Rations                        1s        0.5       1 day, preserved

Wine, glass                              4p        0.2      

Wine, bottle                            5s        2          1L, includes clay bottle


HERBS

All Herbs effectively have 0 BODY and 0 DEF and are easily destroyed.

Item                                        Price   Form   Prep    Mass   Notes

Crimsoncap                             12s      fungus tea       0.02     LS: Immune to Poison (Instant). Purges the body of all toxins in 1 Phase, ending their progress.

Freshleaf                                 5p        leaf      chew    0.05     Simplified Healing 1d6 (Does Not Stop Bleeding) and twice that in END. If brewed as a tea, it will instead allow the character to recover Long-Term END equal to REC.

Heron                                      25s      flower  apply  0.05     Removes Impairing effect for one wound, Extra Time (1 hour)

Redditch                                  20s      root     ingest   0.2       Simplified Healing 4d6N, Extra Time (1 Turn). Consuming a Redditch bulb requires a Full Phase action at 1/2 DCV due to its size.

Silvertree Sap                          40s      resin    rub       0.1       Healing BODY 1d6 (Stops Bleeding), Side Effects (CON Roll or Drain 3d6 STUN, Recovery every 6 Hours). Silvertree Sap can cause a burning sensation.

Startberry                                2s        berry   inhale   0.02     Healing STUN 4d6. Startberries start to go bad after 3 days (roll 1d6 per day after day 2: if any die is a 1, the Startberry is no good).

Sweetmoss                              8s        moss    tea       0.1       Simplified Healing 2d6.

Trimblenut                              15s      nut       ingest   0.05     LS: Immune to Disease, Requires CON Roll for 1 Phase. After that you will have 50% Damage Reduction against disease for 1 hour, and may make a CON Roll every hour to sustain this effect for up to 6 hours.


LIGHTING                                        

Item                                        Price   Mass   Notes

Candle                                     1b        0.01     Light in 1m radius; 1 hour

Lamp                                       5s        0.4       Light in 2m radius; 3 hours per 0.25L oil

Lantern                                    10s      0.9       Light in 4m radius; 6 hours per 0.5L oil; 4 ED

Torch                                      1p        0.4       Light in 3m radius, 1 hour; can be used as a light club at -1 OCV


LIVERY                                              

Item                                        Price   Mass   Notes

Bit, bridle, and tack                 15s      0.5      

Dog, war                                 144s    45        See Bestiary, treat as Wolf

Goat, pack                              18s      80        See Bestiary, carries 20kg

Feed (per 120kg animal-day)  1p        1          1 day of food for 120kg animal

Horse, riding                           160s    600      See Bestiary

Saddle, pack                            15s      7          3 sets of saddlebags, plus 1 small chest

Saddle, military                       40s      15        +2 Riding to remain seated

Saddle, riding                           22s      12       

Stabling (per day)                   3-5p    —       


LOCKS                                                                                         

Item                                        Price   Mass   Notes

Poor                                        3s        0.2       +1 Lockpicking

Average                                   6s        0.3       +0 Lockpicking

Above Average                       12s      0.3       -3 Lockpicking

Expert                                     24s      0.3       -6 Lockpicking

Master                                    48s      0.3       -9 Lockpicking

Legendary                               96s      0.4       -12 Lockpicking                     


MEDICAL SUPPLIES                                                                               

Item                                        Price   Mass   Notes

Chirurgeon’s Bag                     100s    10        +1 Healing for Impairing/Disabling Wound Repair; requires successful SS: Medicine roll

Chirurgeon’s Pouch                 20s      2          Essential tools for Impairing/Disabling Wound Repair; requires successful SS: Medicine roll

Healer’s Bag                            25s      5          +1 Healing (16 Charges)

Healer’s Pouch                        5s        1          Healing Skill supplies (-2 without, 4 Charges)


REFERENCE MATERIALS                                                                     

Item                                        Price   Mass   Notes

Small text                                2s        0.5       1 Subject/Skill 8-, 5 minutes to use, 50 pages

Large text                                10s      1.5       1 Subject/Skill 10-, 20 minutes to use, 200 pages

Reference text                         50s      5.5       1 Subject/Skill 12-, 1 hour to use, 800 pages

Tome                                       250s    26        1 Subject/Skill 14-, 6 hours to use, 4000 pages

Map                                        Var      0.05     Priced as book (no pages), 30cm x 45cm

                                                                       

Subject Rarity                       Price              

Forgotten Lore                        x4                   

Rare/Obscure                          x2                   

Narrow Focus                         x1/2                

Popular/Common                    x1/2                


SERVICES

Service                                   Price   Note

Chirurgeon                              4s        per Healing Skill Roll

Guide/Scout                            4s        per day (typically 50-75 Total Points)

Mercenary                              *          Price is Total Points/10s per day (7.5s for Captain, 2.5 for rank and file)

Lawyer                                    10s      per day

Mage                                       *          Price is Total Points/10s per day plus Price per spell

Porter/Torchbearer                  5p        per day

Sailor                                       1s        per day

Soldier                                     *          Price 50% Mercenary; must supply expenses and equipment

Valet/Maid                              2s        per day for a personal attendant

[[END BOX]]                                                

 

SPELLS & ORISONS

For temporary or instantaneous effects divide the Price by 10. This includes effects such as Detects, informational spells and orisons, attacks, or one-time action bonuses (especially when provided by hirelings or retainers).


EFF/MAG                               Price

1                                              20s

2                                              30s

3                                              40s

4                                              60s

5                                              120s

6                                              180s

7                                              240s

8                                              480s

9                                              640s

10                                            960s

11                                            1920s

12                                            2880s

13                                            3840s

                                                           

TRADE GOODS                              

Item                                        Price   Mass   Notes

Adamant                                 80s      1          The hardest and densest metal known on Narosia. Notes: Will Not Rust.

Bronze                                    10s      1          If made properly, bronze does not rust or corrode

Clay                                        1p        1         

Coldiron                                  80s      1          This metal is believed to have flown the Void and to have been tempered in the fires of the sky by Modren, Larayil, and Grethken. Any attempt to blend Coldiron, or melt it, destroys its innate properties and it becomes simple iron. Weapons and shields made of Coldiron can be used to Block (Maneuver) magical attacks with a Chaos or Qliphothic special effect. Voidspawn and Qliphothic Entities are especially vulnerable to Coldiron. Used instead of Steel. Notes: Power Defense 6 (Only Works Against Chaos), Will Not Rust.

Copper                                    9s        1         

Glass                                       1s        1         

Gold                                        1000s  1          Gold is naturally connected to the flow of essence. Shapers can consume it directly during Essence Shaping. Many believe it to be hardened sunlight, referring to it as “sunstone”. Endrori are particularly vulnerable to Gold, as are some Undead. Notes: Power Defense 4.

Grain                                       5b        1

Greyfire                                  100s    1

Greypowder                           30s      1

Hardsilver                               90s      1          A rare, lightweight, silvery metal believed to be from Numos. Many refer to this metal as “moonstone”. Used instead of Steel. Notes: Impenetrable (Only Works Against Acid), Will Not Rust.

Iron                                         10s      1         

Lead                                        200s    1          Attacks of pure magical energy (e.g. Essence Bolt, Fel Essence Bolt) are completely negated by Lead. Notes: Negates Essence Attacks, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect), Will Not Rust.

Leather                                    4s        1         

Lumber, hard                           4s        1         

Lumber, soft                           5p        1         

Meat                                       5p        1         

Salt                                          1p        1         

Silver                                       100s    1         

Sugar                                       1s        1         

Steel                                        20s      1         

Tin                                          20s      1         

Wool                                       7p        1         

 

TRAVEL SERVICES

Passage                                  Price

Coach                                      5p per hour per person (8 passengers max); 7.5km per hour

Riverboat                                1p per 3 km per person on river; 3-6km per hour

Sailship                                   1p per 5 km per person at sea; 5-15km per hour

 

Tolls                                       Price

Bridge Toll                              1p to cross per pair of feet or wheels

City/Gate Toll                        1p to enter per pair of feet or wheels

Ferry Crossing                        1p per 100m distance crossed per pair of feet or wheels

 

Messenger Service               Price

Standard (30 km/day)             1p per km per 0.2 kg

Express (120 km/day)             1s per 0.02 kg anywhere in the network

                                                                       

WRITING MATERIALS                  

Item                                        Price   Mass   Notes

Book, blank paper                  4s        1          Holds 160 pages

Ink                                           18s      0.1       160 pages of ink (0.04L)

Page, paper                             2b        1/160  

Page, parchment                      1p        1/200   Goatskin

Page, vellum                            2p        1/250   Calfskin

Pen                                          5s        0.01    

Quill                                        1p        0.01     20 pages worth

Sealing wax (.5 kg)                  3s        0.5       20 seals worth 

WEALTH AND LIVING EXPENSES

            A character must expend a certain amount of wealth for food, shelter, and general living expenses when not adventuring. This expenditure reflects the character’s lifestyle and can impact her social status or her ability to interact with other members of society. This will be reflected by what clothes she wears, the locations she frequents, how she smells, and even the slang she uses. This can also impact Interaction Skill rolls and Presence Attacks.

Lifestyle                               Expenses   Level         Notes

None                                      —               0                Survival is a daily challenge

Destitute                                2s                1                Basic shelter, subsistence food and water

Poor                                       4s                2                Shared shelter and basic nutrition

Average                                  8s                3                Simple bed and board with some dignity

Comfortable                           16s              4                Most professionals and adventurers

Wealthy                                 32s              5                Most guild members and merchants

Social Status (per Rank)        8s*              +1              It is important to live up to one’s status

* Add to a base of 8s 

Expenses: This is the Price per week to maintain this Lifestyle. When improving a character’s Lifestyle, it takes four weeks of maintaining the new Lifestyle before the character is considered to be at the new level. If the character is downgrading her lifestyle, the effect will be immediate except among those who know her. These prior acquaintances will register the lower Lifestyle at the end of the fourth week of reduced Expenses.

Level: The numeric level of the Lifestyle. Half the numeric difference between the character’s Lifestyle Level and that of another is a modifier to Interaction Skills, or the dice modifier to Presence Attacks. The maximum modifier is +/- 3. If the disparity in Lifestyle is favorable, the modifier is a bonus. If the disparity is not favorable, the modifier is a penalty. For example, a destitute character is trying to convince a wealthy merchant to assist her. This is a Lifestyle difference of 5, which results in a modifier of 2 or 3 (it rounds in the character’s favor). The destitute character is therefore -2 on any Interaction Skill rolls or -2d6 on any Presence Attacks (unless she were trying to scare the merchant, then it would be a +3d6 bonus). Conversely, if the Merchant were to interact with the destitute character, the destitute character is going to feel more compelled to help since she knows the merchant has resources that can make her life even worse if she refuses, and thus the merchant would get a +3 bonus.

WEAPONS LIST

BOWS

Ammunition may be recovered on a 4+ (Roll 1d6).  

Archers are assumed to use the Brace Maneuver to gain +5 STR to achieve the necessary STR Minimum

Weapon                                  Price   Mass   STR    Effect                                     

Arrows (16)                            4.8s     0.48     —        As bow

Arrows, blunt (16)                  x2        0.48     —        Normal Damage, -2 RMod; Remove AP

Arrows, bodkin (16)               x4        0.48     —        As bow, AP +1, -1 DC, -1 STUNx, +1 RMod

Arrows, crescent (16)             x4        0.48     —        Pierce become Slash; -2 RMod, +2 OCV vs. rope-like targets; Remove: AP

Arrows, hornbow (16)            9.6s     0.96     —        For Icewalker Hornbow only

Arrows, skybow (16)             3.2s     0.32     —        For Faelariyen Skybow only

Bow, composite                      63s      0.9       15†      Pierce: 1d6+1, AP; 2H, Range 200m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)

Bow                                        42s      0.8       13†      Pierce: 1d6, AP; 2H, Range 150m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)

Faelariyen Skybow                 26s      0.3       6†        Pierce: 1d6; 2H, Range 75m, Beam, Extra Time (Half Phase To Load), Must Use Arrows Specifically Crafted For The Skybow

Icewalker Hornbow                43s      2.2       23†      Pierce: 2d6, AP; 2H, Range 200m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace), Must Use Arrows Specifically Crafted For The Hornbow

Longbow, composite              126s    1.8       20†      Pierce: 2d6-1, AP; 2H, Range 300m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)

Longbow                                 84s      1.5       18        Pierce: 1 1/2d6, AP; 2H, Range 250m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)

Shortbow, composite              36s      0.6       10†      Pierce: 1d6+1, AP; 2H, Range 100m, Beam, Extra Time (Half Phase To Load)

Shortbow                                24s      0.4       8†        Pierce: 1d6, AP; 2H, Range 75m, Beam, Extra Time (Half Phase To Load)

CLUBS AND MACES

Random Hit Location for Club, light is High Shot at no penalty.

Weapon                                  Price   Mass   STR    Effect                                     

Club                                        4s        0.8       7*        Crush: 3d6N, RBS (STR+15m); -2 RMod

Club, great                               27s      6          15*      Crush: 6d6N, RBS (STRm); 2H; -2 RMod

Club, heavy                             7s        1.5       7*        Crush: 4d6N, RBS (STR+10m); 1 1/2H; -2 RMod

Club, light                               2s        0.4       4*        Crush: 2d6N, RBS (STR+20m); -2 RMod

Club, war                                13s      3          12*      Crush: 5d6N, RBS (STR+5m); 1 1/2H; -2 RMod

Mace                                       14s      0.8       8*        Crush: 1d6, RBS (STR+15m); -2 RMod

Mace, heavy                           26s      1.5       10*      Crush: 1d6+1, RBS (STR+10m); -2 RMod

Mace, war                               50s      3          12*      Crush: 1 1/2d6, RBS (STR+5m); 1 1/2H; -2 RMod

Quarterstaff                            17s      3          11        Crush: 5d6N; 2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Quarterstaff (Must Be Used 2H)

Shortstaff                                6s        0.8       5          Crush: 3d6N; 1 1/2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Shortstaff (Must Be Used 2H)

Staff                                        10s      1.5       7          Crush: 4d6N; 2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Staff (Must Be Used 2H)

CROSSBOWS

Ammunition may be recovered on a 4+ (Roll 1d6). 

Weapon                                  Price   Mass   STR    Effect                                     

Bolts (10)                                2s        0.3       —        As crossbow

Bolts, blunt (10)                     x2        0.3       —        Normal Damage, RMod -2; Remove AP

Bolts, bodkin (10)                   x4        0.3       —        As crossbow, AP +1, -1 DC, -1 STUNx, +1 RMod

Bolts, hand crossbow (10)      1.5s     0.2       —        For hand crossbow only

Crossbow, arbalest                 91s      6          15†      Pierce: 2 1/2d6, AP; 2H, Range 300m, Beam, Extra Time (7 Phases to Reload), STR 20 to reload; +1 OCV and +2 RMod (Must Brace)

Crossbow, hand                      100s    1.1       3†        Pierce: 1d6-1, AP; Range 50m, Beam, Extra Time (Full Phase to Reload), STR 8 to Reload, Must Use Bolts Specifically Crafted For Hand Crossbow; +1 OCV (Must Brace)

Crossbow, heavy                    40s      4.5       13†      Pierce: 2d6, AP; 2H, Range 250m, Beam, Extra Time (Full Phase to Reload), STR 18 to reload; +1 OCV and +2  RMod (Must Brace)

Crossbow, light                       21s      2.25     8†        Pierce: 1d6+1, AP; 2H, Range 200m, Beam, Extra Time (Full Phase to Reload), STR 13 to Reload; +1 OCV and +2 RMod (Must Brace)

Crossbow, repeating               320s    6          13†      Pierce: 2d6-1, AP; 2H, Range 250m, Beam, 6 Shots, Extra Time (Half Phase to Reload, Full Phase to Replace Magazine); +1 OCV and +2 RMod (Must Brace)

Magazine                                5s        1          —        For Repeating Crossbow; holds 6 bolts; Extra Time (1 Phase per bolt to refill magazine)

FLAILS

Weapon                                  Price   Mass   STR    Effect                                     

Flail, heavy                             27s      1.5       11        Crush: 1 1/2d6; 1 1/2H; Flail: -1 OCV to ignore Shield DCV

Flail                                         15s      0.8       9          Crush: 1d6+1; 1 1/2H; Flail: -1 OCV to ignore Shield DCV

Greatflail                                 96s      6          16        Crush: 2d6; 2H; Flail: -1 OCV to ignore Shield DCV

Warflail                                   51s      3          13        Crush: 1 1/2d6; 1 1/2H; Flail: -1 OCV to ignore Shield DCV

Malfunction

All Greypowder weapons have a Malfunction die of at least 1d6. This is like Unluck – if the Malfunction die results in a 1, there is a malfunction. Roll on the table below.

Malfunction Table

Roll 3d6 Unluck to determine the result (Droth and Modren have influence; Malice will increase, Grace will decrease).

Unluck     Effect

3 Points     Explode

2 Points     Complication

1 Point      Delay

0 Points     Dud

Explode: Cause weapon damage to High Shot Hit Location on the shooter; DEX Roll or suffer Flash with dice equal to Weapon DC; weapon destroyed. Explosives apply all damage to the character’s hand and to the general area as appropriate.

Complication: Weapon Malfunction dice increased by +1d6 and the weapon is -1 OCV until repaired (1 Hour Action). Explosives are triggered 2d6-1m from the character in the direction of the original target.

Delay: Weapons require a DEX Roll to clear a jam (Full Phase Action, PS: Gonnesmith complements). Special Failure increases the Malfunction dice by +1d6. Explosives are delivered to the target as normal, but are triggered at some random point in the future: every subsequent Segment roll 1d6 and trigger the explosives on a result of 6. Add a cumulative +1 to the roll for each Segment after the first that the explosive does not trigger.

Dud: The weapon does not fire, or the explosive does not trigger and cannot be reused.


GREYPOWDER BLUNDERBUSSES

All cartridges are purchased for a specific type of blunderbuss.

Weapon                                  Price   Mass   STR    Effect                                     

Blunderbuss                            516s    3          13†      Piercing: 2 1/2d6, +1 STUNx; 2H, Range 90m, RBRx2, Beam, RP, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Blunderbuss, heavy                633sp  4          15†      Piercing: 3d6, +1 STUNx; 2H, Range 100m, RBRx2, Beam, RP, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Cartridge (B), copper (16)      19.2s   1.12     —        Scattershot: +1 OCV, Only At Range 9m+ or +2 OCV, Only At Range 17m+

Cartridge (B), greyfire             11s      0.2       —        +2 DC, Normal Damage vs. ED (fire); Remove: +1 STUNx, RBR, RP, Beam; Add: No Range, AOE 1m per 1 DC Narrow Cone Explosion

Cartridge (B), lead (16)           144s    1.6       —        Scattershot: +1 OCV, Only At Range 9m+ or +2 OCV, Only At Range 17m+, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)

GREYPOWDER GRENADES

Weapon                                  Price   Mass   STR    Effect                                     

Bomb                                      184s    2          —        Fire: 2 1/2d6 vs. ED, AOE (16m Radius Explosion, -1 DC per 2m, +1 STUNx, Crude Timer (Trigger Up To 9d6 Segments), RBS (STR+10m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Grenade                                   22s      0.4       —        Fire: 1 1/2d6 vs. ED, AOE (10m Radius Explosion, -1 DC per 2m), +1 STUNx, RBS (STR+20m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Grenade, flash                         22s      0.4       —        Sight and Hearing Groups Flash 3d6 plus 3d6N, AOE (6m Radius), RBS (STR+20m); 1 Charge, Requires a Roll (Malfunction 1d6)

Grenade, force                         22s      0.4       —        Force: 5d6N, AOE (10m Radius Explosion, -1 DC per 2m), RBS (STR+20m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Grenade, smoke                      22s      0.4       —        Change Environment (-3 to Sight Group PER Rolls), AOE (8m Radius), RBS (STR+20m); 1 Continuing Charge lasting 3 Turns, Requires a Roll (Malfunction 1d6)

GREYPOWDER HANDGONNES

All cartridges are purchased for a specific type of handgonne.

Weapon                                  Price   Mass   STR    Effect                                     

Handgonne                              246s    1.5       10†      Piercing: 2d6, +1 STUNx; Beam, Range 70m, RBR, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), -2 RMod, Requires a Roll (Malfunction 1d6)

Heavygonne                            333s    3          13†      Piercing: 2d6+1, +1 STUNx; Beam, Range 80m, RBR, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), -2 RMod, Requires a Roll (Malfunction 1d6)

Cartridge (H), lead (16)           52s      0.48                 Ball, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)

Cartridge (H), copper (16)      12.8s   0.4                   Ball

GREYPOWDER LONGBORES

All cartridges are purchased for a specific type of longbore and rifle cartridges will only work in rifles.

Weapon                                  Price   Mass   STR    Effect                                     

Longbore                                 683s    4.5       15†      Piercing: 2 1/2d6, +1 STUNx; 2H, Range 225m, Beam, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Longbore, heavy                     866s    6          18†      Piercing: 3d6, +1 STUNx; 2H, Range 250m, Beam, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)

Rifle                                        770s    3.6       14†      Piercing: 2d6, +1 STUNx; 2H, Range 350m, Beam, 1 Charge, Extra Time (3 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6); Rifled: +2 RMod (Must Brace Or Set)

Rifle, heavy                             960s    4.8       16†      Piercing: 2d6+1, +1 STUNx; 2H, Range 400m, Beam, 1 Charge, Extra Time (3 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6); Rifled: +2 RMod (Must Brace Or Set)

Cartridge (L), copper (16)      19.2s   1.12     —        Ball

Cartridge (L), lead (16)           144s    1.6       —        Ball, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)

Cartridge (R), copper (16)      24s      1.12     —        Bullet, +2 RMod

Cartridge (R), lead (16)           152s    1.6       —        Bullet, +2 RMod, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)

Cartridge (R), steel (16)          48s      0.96     —        Bullet, AP; +2 RMod, -1 DC

HAFTED

Random Hit Locations for Hammer, Hatchet, and Sickle are High Shot at no penalty.

Weapon                                  Price   Mass   STR    Effect                                     

Arzhak                                    67sp    1          11#      Slash: 1d6, AP; Tsvergic Handaxe

                                                                        11##    Pierce: 1d6-1 AP (x2); Use Instead Of Slash

Axe                                          27sp    1.5       10#*    Slash: 1d6+1, AP, RBS (STR+10m); 1 1/2H; -1 RMod

Battleaxe                                 51sp    3          15#      Slash: 1 1/2d6, AP; 1 1/2H

Greataxe                                  96sp    6          19#      Slash: 2d6, AP; 2H

Hammer                                  15sp    0.8       5#*      Crush: 1/2d6, +1 STUNx, RBS (STR+15m)

Handaxe                                  15sp    0.8       10#*    Slash: 1d6, AP, RBS (STR+15m); -1 RMod

Hatchet                                   9sp      0.4       5#*      Slash: 1/2d6, AP, RBS (STR+20m); -1 RMod

Nadzhak                                  143sp  3          11#      Crush: 1d6+1, +1 STUNx; 1 1/2H; Tsvergic Warhammer

                                                                        11##    Pierce: 1d6 AP (x2); 1 1/2H; Use Instead Of Crush

Scythe                                     63sp    5          12        Pierce or Slash: 1 1/2d6; 2H

Sickle                                       20sp    1          5          Slash: 1d6-1

Tornadzhak                             175sp  6          16#      Crush: 1 1/2d6, +1 STUNx; 1 1/2H; Tsvergic Battlehammer

                                                                        16##    Pierce: 1d6+1 AP (x2); 1 1/2H

Torzhak                                  152sp  3.4       11#      Slash: 1d6+1, AP; 1 1/2H; Tsvergic Battleaxe

                                                                        11##    Pierce: 1d6, AP (x2); 1 1/2H

Warhammer                             56sp    3          10#      Crush: 1d6+1, +1 STUNx; 1 1/2H

HEAVY BLADES

Weapon                                  Price   Mass   STR    Effect                                     

Bastard sword                         85s      3          12        Slash: 1 1/2d6; 1 1/2H

Broadsword                            50s      1.5       10        Slash: 1d6+1

Cutlass                                    51s      0.9       8          Slash: 1d6

                                                                        5          Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, weapon hand); Use Instead Of Slash

Falchion                                  105s    4          15#      Slash: 1 1/2d6, +1 STUNx; 2H

Greatsword                             150s    6          15        Slash: 2d6; 2H

LANCES

STR Minimum for Lances is the required STR to wield the weapon. For all Lances other than the Skylance, the STR of the horse should be used to determine bonus damage.

Weapon                                  Price   Mass   STR    Effect                                     

Faelariyen Skylance                15s      0.8       6          Pierce: 1d6; Beam, 1 1/2H; Set Versus Charge: Weapon + target’s v/6 damage; Reach: +1m

Lance                                       68s      4.5       13        Pierce: 1 1/2d6; Only From Horseback; Reach: +2m

Lance, heavy                           89s      6          16        Pierce: 2d6; Only From Horseback; Reach: +2m

Lance, light                              47s      3          10        Pierce: 1d6+1; Only From Horseback; Reach: +2m

LIGHT BLADES

Random Hit Locations for Dagger, Dirk, Thornblade, and Parry Blade are High Shot at no penalty.

Weapon                                  Price   Mass   STR    Effect                                     

Dagger                                     17s      0.4       4*        Pierce or Slash: 1/2d6, RBS (STR+20m)

Dirk                                         19s      0.5       5*        Slash: 1d6-1, RBS (STR+20m); -2 RMod

Eloren Featherblade                55s      0.7       7          Slash: 1d6; Fragile Blade (DEF 5 BODY 1); +1 OCV Disarm/Hit Locations

Eloren Thinblade                     81s      1.35     9          Pierce: 1d6+1; Fragile Blade (DEF 5 BODY 1), Beam; +1 OCV Disarm/Hit Locations

Eloren Thornblade                  19s      0.5       5#*      Pierce: 1/2d6, AP, RBS (STR+20m); Beam

Loriyen Warblade                   48s      0.7       8*        Pierce or Slash: 1d6, RBS (STR+15m); +1 OCV Block/Disarm (Only When Paired With Another Warblade, Block vs. HTH Only); -1 RMod

Parryblade                               38s      0.45     5*        Pierce or Slash: 1/2d6, RBS (STR+20m); +1 OCV Block/Disarm (Block vs. HTH Only); -2 RMod

                                                                        3          Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, off-hand)

Sabre                                       71s      1.4       11*      Pierce or Slash: 1d6+1, RBS (STR+10m); +1 OCV Block/Disarm (Block vs. HTH Only); -2 RMod

                                                                        5          Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, off-hand)

Shortsword                             29s      1          8*        Pierce or Slash: 1d6, RBS (STR+15m); -2 RMod

POLEARMS

Weapon                                  Price   Mass   STR    Effect                                     

Bill                                          81s      5          14        Slash: 1 1/2d6; 2H; Reach: +1m; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage; +1 OCV Block vs. HTH (Must Be Used 2H)

Billpike                                   94s      6          18        Slash: 2d6; 2H; Reach: +1m; Set Versus Charge: Full Phase, Weapon + target’s v/6 damage; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage; +1 OCV Block vs. HTH (Must Be Used 2H)

Girzhak                                   67s      6.8       16#      Slash: 1 1/2d6, AP; 2H; Tsvergic Poleaxe

                                                                        16##    Pierce: 1d6+1, AP (x2); 2H; Reach: +1m; Use Instead Of Slash

Halberd                                   94s      6          17#      Slash: 2d6-1, AP; 2H; Set Versus Charge: Full Phase, Weapon + target’s v/6 damage; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage

Longspear                               89s      6          17        Pierce: 2d6; 2H, Beam; Reach: +1m; Set Versus Charge: Weapon + target’s v/6 damage

Prongspear                              91s      6          12        Pierce: 1 1/2d6; 2H, Beam; Reach: +1m; +1 OCV Block vs. HTH

Shortspear                               26s      1.5       9*        Pierce: 1d6+1, RBS (STR+10m)x2; 1 1/2H, Beam; Set Versus Charge: Weapon + target’s v/6 damage; +1 RMod (Must Brace); +1 OCV Block vs. HTH (Must Be Used 2H)

Spear                                       47s      3          13*      Pierce: 1 1/2d6, RBS (STR+5m)x2; 1 1/2H, Beam; Set Versus Charge: Weapon + target’s v/6 damage; +1 RMod (Must Brace); +1 OCV Block vs. HTH (Must Be Used 2H)

Trident                                    40s      2          10        Pierce: 1 1/2d6, RBS (STR+10m); 1 1/2H, Beam, RP; +1 OCV

THROWN JAVELINS AND SPEARS

Weapon                                  Price   Mass   STR    Effect                                     

Javelin                                     4s        0.8       8#        Pierce: 1d6, RBS (STR+20m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod

Javelin, heavy                         7s        1.5       10#      Pierce: 1d6+1, RBS (STR+15m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod

Javelin, light                            3s        0.4       4#        Pierce: 1/2d6, RBS (STR+25m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod

Pilum                                       12s      3          10#      Pierce: 1d6+1, RBS (STR+10m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod; Shield Hazard: Drain Shield Powers 6d6 (standard effect: any size shield is useless); Only If It Penetrates Shield PD, Shield Powers Restored If Removed (Takes 3 Phases)

UNARMED AND FIST LOADS

Random Hit Locations for all Unarmed and Fist Load attacks are High Shot at no penalty (kicks are Low Shot at no penalty). 

Weapon                                  Price   Mass   STR    Effect                                     

Fist Load                                 7s        0.5       0          Crush: +1d6N; Can be improvised with -1 OCV

Gauntletspikes                        10s      0.25     0          Crush: 1 point; Must Be Added To A Gauntlet; Max Damage 1d6+1

Gauntlet                                  —        —        0          Crush: +1d6N, Gauntlet Must Have PD 4 Or More; See Armor for Price/Mass

Rock                                        —        0.5       0          Crush: STR Damage, RBS (STR+20m), -0 to -2 RMod (RMod Depends On Shape)

Sap                                          5s        1          5          Crush: 3d6N; RP

Unarmed Strike                       —        —        0          Crush: STR Damage

UNCOMMON MELEE WEAPONS

Weapon                                  Price   Mass   STR    Effect                                     

Whip                                       10s      1          5†        Slash: 1/2d6; Reach: +2m (Only To Grab One Limb Or Apply Damage); Whip has DEF 4 BODY 2 

UNCOMMON RANGED WEAPONS

Weapon                                  Price   Mass   STR    Effect                                     

Net                                          17s      3          5          Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage, RBS (STR+5m); 2H, 1 Recoverable Charge, Vulnerable (Slash Damage), Extra Time (Full Phase)

Sling                                        3s        0.1       var       Damage based on missile; 2H to load

Bullet, sling (10)                     3s        2.5       5##      Crush: 1d6, +1 STUNx, RBS (STR+30m)x2, -1 RMod

Stone, sling (10)                      —        2.5       5#        Crush: 3d6N, RBS (STR+30m), -2 RMod 

ARMOR

            Armor is sized like Clothing with similar adjustments to Mass and Price. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4.

            Barding can be made for horses and has Price x4 and Mass x2.

            All armor includes the mass of basic undergarments (e.g. simple shirt, pants, etc.)

LIGHT ARMOR

These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3).

                                                                          Max   Max

Armor                         Price   Mass  PD  ED  DCV  DEX   BODY  Notes                                     

Arming Doublet          77s      6         2     2      9        22       6           Loc 4-18; Layered

Cloth                           12s      4         1     1      10      23       5           Loc 4-18; Layered

Leather                        71s      7.5      2     2      9        21       6           Loc 4-18

Leather, heavy            110s    10       3     3      8        19       6           Loc 4-18 

BRIGANDINE ARMOR

Add an Armor Option to Light Armor to reinforce it. This occurs when it is crafted and such suits of armor are available ready-made. These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3). 

                                                                          Max   Max

Armor Option           Price   Mass  PD  ED  DCV  DEX   BODY  Notes                                     

Studded                       85s      3.75    +1   +1   -1       -3       5           Loc 4-18; Steel 

Ringed                         210s    7.5      +2   +2   -2       -5       6           Loc 4-18; Steel 

Scaled                          430s    15       +3   +3   -3       -7       7           Loc 4-18; Steel 

Banded                        780s    30       +4   +4   -4       -9       8           Loc 4-18; Steel 

[[END BOX]]

HEAVY ARMOR

Heavy Armor is usually worn over Arming Doublet or Cloth (not included). If worn with an Arming Doublet, increase Normal PD/ED by +2 (no change to Resistant Protection).
These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3). Platemail and Plate armor may include full helms or great helms as the character wishes.

                                                                          Max   Max

Armor                         Price   Mass  PD  ED  DCV  DEX   BODY  Notes                                     

Chainmail                    900s    20       5     5      5        13       7           Loc 4-18; Steel

Chainmail, reinforced  1250s  25       5H  5H   5        13       8           Loc 4-18; Steel; Hardened

Platemail                     1100s  30       6H  6H   4        11       8           Loc 3-18; Steel; Hardened

Plate Armor                1530s  40       7H  7H   5        13       8           Loc 3-18; Steel; Hardened; Custom Fit

Custom Fit: This armor is designed for a single individual. It may be refit at a price of 1d6x10s with an expert smith (PS: Armorsmith 14-), requiring 8 hours. Otherwise, the wearer is -1 DEX Rolls and -1 DCV.

ARMOR KITS

These are common assemblies of armor, focusing on heavier protection for the torso. These are constructed using the Sectional Defense Limitation (p. XX) and applying the Mass Multiplier to both Mass, Price, and Max DEX/DCV (e.g. torso is x0.4 for Loc 9-13). BODY is determined by the new Mass.
 

                                                                          Max   Max

Armor                         Price   Mass  PD  ED  DCV  DEX   BODY  Notes                                     

Studded Cloth             56s      5.5      2     2      10      22       5           Covers torso (Loc 9-13); Cloth: 1 PD/1 ED (Loc 4-8, 14-18)

Studded Leather          105s    9         3     3      9        20       6           Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)

Ringed Leather            155s    10.5    4     4      8        19       6           Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)

Scaled Leather             243s    13.5    5     5      8        18       7           Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)

Banded Leather           383s    19.5    6     6      7        17       7           Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)

Chain Shirt                  372s    12       5     5      8        19       7           Covers torso (Loc 9-13); Cloth: 1 PD/1 ED (Loc 4-8, 14-18); Add Normal PD/ED +1 to torso

Chain Hauberk            527s    16       5     5      7        18       7           Covers torso and thighs (Loc 9-14); Arming Doublet: 2 PD/2 ED (Loc 4-8, 15-18); Add Normal PD/ED +2 to torso and thighs

Breastplate                  758s    23.8    7H  7H   7        18       7           Covers torso and neck (Loc 5, 9-13); Arming Doublet: 2 PD/2 ED (Loc 4-8, 14-18); Add Normal PD/ED +2 to torso and neck

HELMETS

A common configuration is a chain coif and pot helm worn over an armored hood or armored doublet (which includes a hood). Layered, this provides Normal PD/ED +12 against hits to the head, and the chain with pot helmet combination provides Resistant Protection 5 PD/5 ED, Hardened to a good portion of the head (Loc 4), but no coverage for the face (Loc 3). This can be improved by switching to a Full Helm or a Great Helm.
 

Armor                         Price   Mass  PD  ED  PER   BODY   Notes                                              

Coif, chain                   77s      1.7      5     5      -0       4             Covers head and neck (Loc 4-5)

Gorget                         41s      0.9      5     5      -0       3             Covers neck (Loc 5), Layered (Chainmail or less)

Gorget, heavy             67s      1.8      7H  7H   -0       4             Covers neck (Loc 5), Layered (Chainmail or less)

Helm, full                    68s      1.5      5     5      -1       4             Covers head and neck (Loc 3-5, includes Gorget), Requires a Roll (13- roll); More complete helmet with metal ear flaps; Layered (Chainmail or less); -2 OCV to ignore helmet when targeting Loc 4-5

Helm, great                  145s    4         7H  7H   -2       5             Covers head and neck (Loc 3-5, includes Gorget), Requires a Roll (13- roll); Helmet that completely encases the head; Layered (Chainmail or less); -2 OCV to ignore helmet when targeting the eyes (Loc 3 – Eyes)

Helm, pot                    23s      0.8      5     5      -0       3             Covers head (Loc 4); Simple round helmet with a noseguard; Layered (Chainmail or less)

Hood, armored            65p      0.5      2     2      -0       2             Covers head and neck (Loc 4-5)

ARMOR OPTIONS

Option                        Price   Mass  Effect                                      

Gauntlet Lock             18s      0.25    +10 STR; Only To Resist Disarm Attempts, Full Phase to Lock/Unlock; Added to full suits of armor or gauntlets

Shield Spikes               10s      0.5      Bash: +1d6N, STR Min +1

SHIELDS

            Any attack which misses the target by an amount equal to the DCV of the shield strikes the shield for standard effect damage (i.e. 3 points per 1d6), halved — most attacks are deflected harmlessly. Any attack that penetrates the shield PD/ED + BODY will cause 1 BODY to the shield (unless the shield was specifically targeted by the attack in order to break it). Attacks with the Limitation Beam cause no damage to the shield when they penetrate.

            Metal shields are crafted with light steel plates over a wood or leather frame and are not solid metal.

Shield Cover

            The Shield Cover Power allows the character to use the shield for Resistant Protection rather than DCV. The character pulls the shield in to absorb the blow rather than trying to deflect incoming attacks. There is no shield DCV bonus if the shield is being used for Cover. Any attack which strikes the target will strike the shield if the Cover applies. Attacks which penetrate the Resistant Protection provided by Cover cause 1 BODY to the shield (Beam attacks cause 0 BODY), and deliver any remaining damage to the character. 

SHIELDS

Select Deflect, Bash, or Cover each Phase as a Zero Phase action. Tower shields only have the choice of Deflect or Cover.

Shields                       Price   Mass   STR    BODY   Effect                                              

Buckler                        9s        1.5       4          4             Deflect: +1 DCV vs. HTH; +1 OCV with Block

                                                                                       Bash: +1d6N

                                                                                       Cover: Resistant Protection (4 PD/4 ED); Requires A Roll (9- roll), Limited Coverage (180 degrees), Nonpersistent

Buckler, metal             30s      2.25     6          4             Deflect: +1 DCV vs. HTH; +1 OCV with Block
Bash: 1d6N
Cover: Resistant Protection (6 PD/6 ED); Requires A Roll (9- roll), Limited Coverage (180 degrees), Nonpersistent

Shield, small                24s      3          8          5             Deflect: +1 DCV; +1 OCV with Block
Bash: +2d6N
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Requires A Roll (11- roll), Nonpersistent

Shield, small metal      59s      4.5       11        5             Deflect: +1 DCV; +1 OCV with Block
Bash: +3d6N
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Requires A Roll (11- roll), Nonpersistent

Shield                          36s      4.5       11        5             Deflect: +2 DCV; +2 OCV with Block
Bash: +3d6N
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Requires A Roll (13- roll), Nonpersistent

Shield, metal                86s      6.5       15        6             Deflect: +2 DCV; +2 OCV with Block
Bash: +4d6N
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Requires A Roll (13- roll), Nonpersistent

Shield, tower               74s      9          18        6             Deflect: +3 DCV; Max DCV 5, Max DEX 8
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Extra Time (Half Phase), Nonpersistent

Shield, tower metal     172s    13        21        7             Deflect: +3 DCV; Max DCV 5, Max DEX 8
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Extra Time (Half Phase), Nonpersistent BODY 6, MAX DCV 5, MAX DEX 8

KEY

All Objects

Price:
The price of the item in gold pieces (g), silver pieces (s), copper pieces (p), or iron bits (b). See the text for information on the values of these coins.              

Mass: The object’s weight in kilograms (1 kg = 2.2 pounds), unless some other unit of measure is noted.

Notes: Any additional information about the object.           

Armor

            All armor has the following Limitations:
Focus
(OIF, -1/2),
Real Armor
(-1/4),
Mass
(Normal Mass, -1), and
Limited Stacking
(-1/4). Shields are built as Multipowers and require the character to choose one of three slots (Deflect, Bash, or Cover) each Phase.

PD: Resistant Protection (PD) provided by the armor. H indicates the Resistant Protection is Hardened.

ED: Resistant Protection (ED) provided by the armor. H indicates the Resistant Protection is Hardened.

Max DCV: Maximum DCV Characteristic character can use while wearing this item (only the Characteristic is limited).

Max DEX: Maximum DEX Value character can use while wearing this item.

PER: Penalty to Sight/Hearing PER while wearing the armor.

STR: STR Minimum to use a shield. Reduce the DCV/OCV bonuses for the shield by -1 if the character does not have enough STR. If the STR Minimum is 5 greater than the character’s STR he cannot effectively wield the shield.

BODY: The BODY of the armor should it be attacked. This does not add to the character’s BODY characteristic. Any time the character takes damage, the armor suffers 1 BODY damage unless the attack has the Limitation Beam.

Layered: Armor may be worn with Heavy Armor without penalty.

Stacking Armor: Heavy armors are often layered over light armors. Resistant Defenses from the light armor is added as usual to Normal Defenses but not to other Resistant Defenses. Instead, only the higher of those values is used. (See Limited Stacking p. XX.) The worst Max DCV and DEX value of either armor applies. If the armor does not have the Layered modifier, reduce the Max DCV by -2 and the Max DEX by -4.

Loc: Hit Location number on the Hit Location Table.

All Weapons

1 1/2H: Required Hands (One-And-A-Half-Handed Weapon); +2 STR Minimum to wield One-Handed             

2H: Required Hands (Two-Handed Weapon). To wield On-Handed choose one of the following options: Increase the STR Minimum by +5; Increase the STR Minimum by +3 and impose a -1 OCV penalty; Reduce both the damage by -1 Damage Class and -1 OCV plus an additional -1 for each full 5 STR below the STR Minimum. OCV penalties can be off-set by appropriate Penalty Skill Levels.                   

AP: Armor Piercing

Effect: The weapon’s effects, typically beginning with the amount of Killing Damage the weapon does, unless otherwise specified. Damage types include Slash, Crush, Pierce and others. These damage types are only relevant if the target has different defenses against certain damage types/special effects.

N: Normal Damage                

No horse: Characters cannot wield this weapon while mounted (a -1/4 Limitation).          

OCV: This is applied as a bonus or penalty against all attacks made with the weapon. OCV bonuses are bought as a 2-point Combat Skill Level with the Limitations Focus (OAF), Required Hands, and Real Weapon. OCV penalties are a minor Side Effect (automatically occurs; -1/2) for the weapon and can be offset with appropriate Penalty Skill Levels.

Only On Horseback: Characters can only wield this weapon while mounted (a -1/2 Limitation)

Range: The maximum range of the weapon.

RBR: Reduced By Range (-1 Damage Class per -2 Range Modifier). RBRx2 loses damage twice as fast (-1 Damage Class per -1 Range Modifier)

RBS: Can be thrown or is muscle-powered; weapon has the Range Based On STR Advantage.

RC: Recoverable Charge

RMod: This represents a modifier to the weapon’s accuracy at Range. Positive values (bought as 1-point Penalty Skill Levels vs. the Range Group with the Focus and Required Hands Limitations) help to offset the standard Range Modifier; RMod can never raise a character’s base OCV, it can only negate penalties. Negative effects are a minor Side Effect (automatically occurs; -1/2) for the weapon and can be offset with appropriate Penalty Skill Levels.

RP: Reduced Penetration. When applied to Normal Damage attacks double Normal Defenses vs. the BODY damage caused by the attack.

STR: STR Minimum. Reduce STR Min by -3 if using two hands with a One-Handed weapon. The Brace Maneuver reduces the weapon’s STR Min by 5.

            Every +5 STR over the minimum increases the damage by 1 Damage Class.           

            #: +6.25 STR required per +1 Damage Class.

            ##: +7.5 STR required per +1 Damage Class.

            ###: +8.75 STR required per +1 Damage Class.

            †: STR Minimum Doesn’t Add To Damage.

            *: plus an additional +1.25 STR required per additional Damage Class (Only When Thrown).

STUNx: This is the STUN Multiplier for Killing Damage. Apply the STUNx modifier to the STUN Multiplier roll (or to the STUNx for the Hit Location struck, if the campaign uses Hit Location rules).

Hand-to-Hand Combat Weapons

            All HTH Combat weapons are built as HKAs (or HAs) with the Advantage Reduced Endurance (0 END; +1/2) and the Limitations Focus (OAF; -1), Real Weapon (-1/4), and Strength Minimum (varies). Many also have the Required Hands Limitation.                                    

Ranged Weapons                                         

            Ranged weapons are built as RKAs with some or all of the following Limitations: Focus (OAF; -1), STR Minimum (varies), Required Hands (varies), Real Weapon (-1/4), Beam (-1/4), and Charges (indicating the number of rounds of ammunition the average user carries).