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Chapter 6: Equipment

This is my greataxe. There are many like it, but this one is mine.

Weapons

In most campaigns, every character will carry at least one weapon. Weapons are useful for fighting off the snarling hordes of the abyss, orc warbands, and various tentacle monsters.

Weapon Effort

Light : The weapon's weight is equal or less than half the medium weapon limit. Light weapons can be used in your off-hand.

Medium : The weapon's weight is equal or less than your Scale Multiplier times your Strength Multiplier times 3kg. For human-sized characters, this works out to  be equal to your Strength Multiplier. Medium weapons only require one hand, and it may be a primary or off-hand.

Heavy : The weapon's weight is equal or less than double the medium weapon limit. Heavy weapons require two hands to use effectively.

Strength

Ability Multiplier

Light Weapon (kg)

Medium Weapon (kg)

Heavy Weapon (kg)

0

0.3

0.45

0.9

1.8

1

0.4

0.6

1.2

2.4

2

0.6

0.9

1.8

3.6

3

1

1.5

3

6

4

1.6

2.4

4.8

9.6

5

2.5

3.75

7.5

15

6

4

6

12

24

7

6.3

9.45

18.9

37.8

8

10.1

15.15

30.3

60.6

Note: Some weapons simply require two hands to use properly anyways, like a bow. Those weapons are marked with '2H' (short for Two-Handed) in the Specials column. Double weapons must be used in two hands in order to attack with both ends.

Scale: A non-firearm weapon may be scaled up. This multiplies the weight by 4 and adds +3 to the damage. Weapons can be wielded that are designed for a size category other than your own, but for every step up or down you get a cumulative -1 penalty to attack. All weapons presented on the chart are scale 0 weapons (in that they are designed for scale 0 people, not that they are all as large as a human)

Weapon Descriptions

Cost : How much it costs to buy the weapon in normal circumstances. The cost may vary enormously depending on availability.

Damage: How much damage this weapon deals on a successful hit. This is before you add your strength, unless it has the Machine special.

Reach:

Close: You can only attack targets in your natural reach (in your occupied area for most creatures)

Standard: You can only attack targets who are one square outside of your natural reach (adjacent squares for most creatures)

Long: You can attack targets that are two squares outside your natural reach (one square away from your area for most creatures)

Range Increment: You may fire at targets up to 4 full doublings of the range increment away. Each doubling imposes a -1 attack penalty. So, for example, with a bow (range increment 10m); you could attack targets up to 10m away with no penalty, 11-20m away with a -1 penalty, 21-40m away with a -2 penalty, 41-80m away with -3, and finally 81-160m away with a -4 penalty.

Thrown: Thrown weapons have a range given in multiples of your strength. This means that if you have a strength of 2, you can throw a knife with a range increment of 2m. If it is 3, you can throw at 3m. Throwing a Javelin with a strength of 4 would give it a range of 8m because it has a range of 2x strength.

Improvised Thrown: Weapons and objects not explicitly designed for throwing can be thrown as well. If a weapon that is not part of the Thrown weapons family and has no range increment listed (such as a sword) is thrown, attacks suffer a -1/-1 improvised penalty to attack. The weapon deals its normal damage (adding your strength, as usual). The range increment is your strength score in squares of your scale.

Specials

Mounted : Weapons with this special deal one die higher damage (d4 becomes d6, which becomes d8, etc.) when used while mounted on an animal (or motorcycle, or in similar situations) in any combo that includes Charge.

Brace : You do one higher die of damage against an enemy that moved more than 4 squares this turn

Double : This weapon is a double weapon. You may choose which end to attack with on every attack. In addition, if you have the Dual Wield technique, you may attack with both ends as if your off-hand weapon is Light and your primary is Medium. In any case, in order to attack with both heads in a single combo (Dual Wielding or not) you must hold the weapon in two hands.

2H : This weapon requires two hands to be used properly.

Machine : This weapon is machine-powered, and uses its own built-in strength. You do not add your strength to damage.

Trip : You may make trip attempts with this weapon, using the weapon's reach.

Disarm : You may make disarm attempts with this weapon, using the weapon's reach.

AP1 or 2: “AP” stands for Armour-Piercing, and is rare outside of firearms and other futuristic weaponry. AP1 means that the weapon treats the target‚s toughness as 1 point higher, but the its minimum toughness as one point lower „ resulting in a weapon that is more likely to wound, but less likely to kill the target. AP 2 increases the target‚s toughness by 2, but decreases its minimum toughness by the same amount. AP weapons are recommended against enemies with high toughness that you would have trouble even wounding normally.

AP-1 or -2: These types of weapons are the opposite of Armour-Piercing weapons. While Armour-Piercing weapons concentrate as much force as possible in a small area to penetrate heavy armour, these weapons are designed for use against unarmoured enemies by causing severe internal damage. They decrease the target‚s toughness by 1 point, but increase the target‚s minimum toughness by 1 point (for AP-1), and by 2 points (for AP-2). Negative AP weapons are recommended against unarmoured targets with a relatively low toughness.


Blades

Bladed weapons are among the most versatile of melee weaponry, and fill a huge range from concealable daggers to the massive greatswords. Weapons with the Thrown family require Thrown weapon proficiency to be thrown without penalty, but can be used in melee (with the exception of the throwing dagger) normally with the Blades proficiency. Those marked with the Blades (Specialized) family require both the Blades family proficiency, and specialized training with that particular weapon.

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Dagger

2 mk

1d4

Close

Strength

0.5kg

Piercing or Slashing

Thrown, Blades

Dagger, Hooked

6 mk

1d4 AP-2

Close

0.5kg

Piercing or Slashing

Blades (Specialized)

Dagger, Throwing

2 mk

1d4

Close

2x   Strength

0.3kg

Piercing

Thrown, Blades

Poignard

10 mk

1d6 AP2

Close

0.7kg

Piercing

Blades

Sickle

6 mk

1d6 AP-1

Close

1kg

Slashing

Trip

Blades

Kukri

8 mk

1d6 AP1

Close

1kg

Slashing

Blades

Shortsword

10 mk

1d6

Close or Standard

1kg

Piercing

Blades

Rapier

20 mk

1d6

Standard

1.5kg

Piercing

Finesse

Blades

Arming Sword

15 mk

1d8

Standard

2kg

Slashing or Piercing

Blades

Scimitar

15 mk

1d8 AP-1

Standard

2kg

Slashing

Finesse

Blades

Sabre

20 mk

1d8

Standard

2.5kg

Slashing

Mounted

Blades

Longsword

40 mk

1d10

Standard

3kg

Slashing or Piercing

Blades (Specialized)

Falchion

10 mk

1d10

Standard

4kg

Slashing

Blades

Sword, double

100 mk

1d8/1d8

Standard

5kg

Slashing

Double

Blades (Specialized)

Claymore

30 mk

1d12

Standard

6kg

Slashing

Blades

Greatsword

80 mk

1d12+1

Standard

12kg

Slashing

Blades (Specialized)

Arming Sword: This is the weapon that comes to most people's minds when they think "sword." It is a straight blade, sharp on both edges, suitable for stabbing and cutting.

Dagger: This is probably the most common weapon in existence. It is favoured for its light weight, concealability, and low cost. Daggers are carried as sidearms by soldiers, by cutpurses, and by civilians.

Dagger, Hooked: This is a dagger with one or more ugly hooks and barbs, sometimes with a serrated edge. Hooked daggers devastate the internal organs of their targets, and deal more damage coming out than going in. However, they are ineffective against even lightly armoured targets.

Dagger, Throwing: This is a light dagger designed only for throwing. When used in melee, it imposes a -1 penalty without both blades and improvised weapons proficiency.

Falchion: This short, heavy blade is relatively cheap and has a tendency to cause grizzly wounds.

Kukri: This is a heavy, curved knife. Unlike most curved weapons, the blade runs along the inside edge. A Kukri can be used to make trip attacks.

Longsword: These expensive swords are often extremely well made. They are generally about a metre and a half long, and require special training to use properly. The stats presented for a long sword can also be used to represent a Japanese katana.

Poignard: This long, thin stabbing dagger is used to puncture heavy armour. It makes a good secondary weapon against heavily armoured foes.

Rapier: This elegant, thin sword allows you to make complicated fencing manoeuvres.

Sabre: This long, heavy, slightlycurved sword is sharp along one edge. It is generally used by cavalry.

Scimitar: This lightweight blade can be used with Weapon Finesse, even if it is a standard weapon. Its curved blade makes it effectively sharper than a straight weapon.

Shortsword: This light weapon makes an excellent sidearm. It is long enough to attack enemies at standard reach, and short enough not to be awkward at close reach.

Sickle: This is a heavy, curved weapon that resembles a farmer‚s sickle, but is reinforced for war. The blade runs along the inner edge. A farmer‚s sickle functions the same as the more warlike version, but counts as an improvised weapon (-1 to attack without Improvised Weapon Proficiency). A farmer‚s sickle costs half as much, and can be upgraded to a military one with a Simple (DC 6) Engineering (Blacksmithing) check.


Blunts

Blunt weapons tend to be the least expensive, and the heaviest. If you are playing with the more detailed armour special rule (see the appendix), they are highly effective against armoured opponents.

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Sap

1 mk

1d6

Close

1kg

Bludgeoning

Nonlethal

Blunt

Hammer

1 mk

1d4

Close

1kg

Bludgeoning

Blunt

Club

5 cp

1d6

Standard

1.5kg

Bludgeoning

Blunt

Shortspear

1 mk

1d6/ 1d6

Standard

2x Strength

1.5kg

Piercing/ Bludgeoning

Double

Spear, Blunt, Thrown

Mace, light

5 mk

1d6

Standard

2kg

Bludgeoning

Blunt

Quarterstaff

5 cp

1d6/1d6

Standard

2kg

Bludgeoning

Double

Blunt

Flail

8 mk

1d8

Standard

2.5kg

Bludgeoning

Disarm, Trip

Blunt

War Hammer

12 mk

1d8

Standard

2.5kg

Bludgeoning

Blunt

Morningstar

8 mk

1d8

Standard

3kg

Bludgeoning and Piercing

Blunt

Mace, heavy

12 mk

1d8

Standard

4kg

Bludgeoning

Blunt

Greatclub

5 mk

1d10

Standard

4kg

Bludgeoning

Blunt

Flail, heavy

15 mk

1d12

Standard

5kg

Bludgeoning

Disarm, Trip

Specialized: Blunt

Flail, dire

90 mk

1d8/1d8

Standard

5kg

Bludgeoning

Double, Trip, Disarm

Specialized: Blunt

Club: This weapon is basically just a heavy stick of wood. Its stats can be used to represent many improvised weapons, such as baseball bats and table legs; as well as other types of club-like weapons, such as cudgels and truncheons.

Flail: A flail is sometimes confused as a mace or morningstar. A flail has a heavy blunt head hanging from a chain attached to a wooden handle. It can be used to make trip or disarm attacks.

Hammer: These statistics can be used to represent the civilian tool, or as a deliberate weapon.

Mace, Light or Heavy: A mace is a hafted weapon with a heavy metal, blunt head on one end. Light maces generally have wooden hafts, but heavy ones are solid metal. Improvised weapons such as crowbars use a light mace‚s stats, though (as always) require Improvised Weapons Proficiency to use without penalty.

Morningstar: A Morningstar is a spiked metal head on a wooden haft. It resembles a mace, except for the spikes. Morningstars are not to be confused with flails, which have their metal heads on short chains.

Quarterstaff: This is a simple wooden pole, carried by travellers and some of the more traditional wizards. A quarterstaff is a double weapon, but using both ends requires it to be held in both hands.

Sap: This light weapon, favoured by muggers and other criminals for its concealability and small size, deals nonlethal damage. It is also called a blackjack.


Axes

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Handaxe

4 mk

1d6

Close

Strength

1kg

Slashing

Thrown, Axes

Pick, light

4 mk

1d6 AP2

Close

1.5kg

Piercing

Axes

Battleaxe

6 mk

1d8

Standard

2kg

Slashing

Axes

Waraxe

30 mk

1d10

Standard

2.5kg

Slashing

Axes (Specialized)

Pick, heavy

8 mk

1d8 AP2

Standard

3kg

Piercing

Axes

Halberd

10 mk

1d12

Long

5kg

Piercing or slashing

Brace, Trip

Axes

Greataxe

20 mk

1d12

Standard

8kg

Slashing

Axes

Axes are inexpensive, extremely common weapons that double as tools. The axe family also includes picks, which are sometimes used in battle because of their impressive ability to penetrate even the thickest armour.

Handaxe: This light axe can be thrown.

Battleaxe: This single-bladed weapon packs a lot of punch for a low cost. It has a wooden haft, and is an extremely common weapon.

Pick, Light or Heavy: These resemble the mining tool, but are designed for war. A mining pick functions as a light pick, although is an Improvised weapon. Light picks have wooden hafts, and heavy picks have metal ones. A mining pick can be converted into a light pick with a Simple (DC 6) Engineering (Blacksmithing) check.

Halberd: A halberd is a heavy polearm with an axelike head and a spear point. The piercing damage is done with the spear head, which is the end used when making a Brace attack. Halberds can be used to trip enemies.

Waraxe: A waraxe is an expensive, single-bladed axe designed exclusively for war. It is favoured by dwarves.

Greataxe: This is a mammoth double-bladed axe. A man carrying a greataxe is not a man to be trifled with.


Martial Arts

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Unarmed Strike

1d4 -1

Close

Bludgeoning

Nonlethal, Unarmed

Martial Arts

Gauntlet

2 mk

1d4 -1

Close

0.5kg

Bludgeoning

Unarmed, +4 Def

Martial Arts

Spiked Gauntlet

5 mk

1d4

Close

0.5kg

Piercing or Bludgeoning

Unarmed, +4 Def

Martial Arts

Punch Dagger

5 mk

1d4

Close

0.5kg

Piercing

Martial Arts

Palm Knife

4 mk

1d4

Close

0.5kg

Slashing

Concealed

Martial Arts

Tonfa

5 cp

1d6

Standard

1.5kg

Bludgeoning

Nonlethal

Blunt

Kama

2 mk

1d6

Close

1kg

Slashing

Trip

Martial Arts

Nunchaku

2 mk

1d6

Close

1kg

Bludgeoning

Disarm

Martial Arts

Gauntlet: The "Gauntlet" weapon entry also covers weapons such as Brass Knuckles, Steel-Toed Boots and the like. Gauntlets come for free (the weight is included) with any metal armour that has coverage: full. Gauntlets (but not brass knuckles) grant a +4 defence bonus to your hands‚ toughness. Further, they allow you to make unarmed attacks using the gauntlet‚s weapon damage. Gauntlets deal lethal damage.

Punch Dagger Punch daggers do not protect your hands from attack.

Spiked Gauntlet: These function like gauntlets (above) except as listed on the chart.

Unarmed Strike: An unarmed strike is any attack made without a weapon or other natural weapon. It could be, for example, a punch, kick, uppercut, elbow to the stomach, etc.. Without the Living Weapon technique in the Combat Arts skill, all unarmed attacks made in a combo count as if they were made with a single 'weapon.' If you are not proficient with Unarmed Strike, it does not count as a weapon ƒ so, for example, you could not use your fists to parry an attack.

Nunchaku: Also known as "nunchucks," these simple-looking weapons are deadly in the hands of a master. A Nunchaku can be used to make disarm attacks.


Spears

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Shortspear

1 mk

1d6/ 1d6

Standard

2x Strength

1.5kg

Piercing/ Bludgeoning

Double

Spears, Blunts, Thrown

Spear

2 mk

1d8

Standard

Strength

3.5 kg

Piercing

Brace

Spears, Blunts, Thrown

Pike

3 mk

1d8

Long

6 kg

Piercing

Brace

Spears

Javelin

1 mk

1d6

Standard

2x   Strength

1 kg

Piercing

Thrown, Spears

Trident

15 mk

1d8

Standard

Strength

2 kg

Piercing

Brace

Spears

(Specialized)

Naginata

10mk

1d8/1d6

Standard

4.5 kg

Slashing/ Bludgeoning

Double

Spears, Blunt

Lance

2 mk

1d8

Long

3 kg

Piercing

Mounted

Spears

Boar Spear

5 mk

1d10

Standard

5 kg

Piercing

Brace

Spears

Heavy Pike

15 mk

1d8

Long 2

7.5 kg

Piercing

Brace

Spears (Specialized)

Pike: Basically just a very long spear, Pikes deal extra damage against charging targets. Pikes are favoured by military infantry units as they are cheap, effective, and easy to learn.

Shortspear: This lightweight weapon, about a metre long, is one of the most versatile weapons ever devised. You can stab with the sharp end, bash people with the blunt end, or throw it across a room. Attacks made with the tip deal piercing damage and require Spear or Simple Weapons proficiency, those with the blunt end deal bludgeoning damage and require Blunt proficiency, and thrown attacks require Thrown proficiency to attack without penalty.

Spear: Resembling a shortspear though slightly longer, and with a larger head, a Spear deals d10 damage against a charging foe.

Trident: This three-pointed spearlike weapon is an uncommon sight on the battlefield. It can be braced against a charge for extra damage, or thrown. A trident resembles a pitchfork, which uses the same stats as a trident but costs half as much, although is Improvised. A pitchfork can be reinforced for war with a Simple  (DC 6) Engineering check.


Ranged Weapons

Name

Cost

Damage

Reach

Range Inc.

Mass

Damage Type

Specials

Family

Crossbow, hand

100 mk

1d6+3

8 m

1

Piercing

Machine

Crossbow

-Bolts (10)

1 mk

0.5

Ammo

Crossbow, light

25 mk

1d6+4

10 m

2

Piercing

Machine

Crossbow

-Bolts (10)

1 mk

0.5

Ammo

Crossbow, heavy

50 mk

1d6+6

15 m

4

Piercing

Machine

Crossbow

-Bolts (10)

1 mk

0.5

Ammo

Sling

1d4

3x Strength

0.05

Bludgeoning

Thrown

-Bullets (10)

1 sp

2.5

Ammo

Bow

30 mk

1d8

10 m

1 (6)

Piercing

2H

Bow

-Arrows (20)

1 mk

1.5

Bolas

5 mk

1d4

Strength

1

Bludgeoning

Ranged Trip, Nonlethal

Thrown (Specialized)

-Bolts (5)

1 mk

0.5

Ammo

Crossbow,

repeater

250 mk

1d8+4

10 m

3

Piercing

Machine, Box 5 magazine

Crossbow (Specialized)

-Bolts (5)

1 mk

0.5 k

Ammo

Shuriken

2 sp

1

0.25

Piercing

Flurry

Thrown (Specialized)

Longbow

100 mk

1d10

15 m

1.5 (8)

Piercing

2H

Bow (Specialized)

-Arrows (20)

1 mk

1.5

Ammo

Arrow: Arrows are similar to bolts, and come with their own quiver. Arrows are fired from bows and longbows, and deal the weapon's damage. An arrow can be used as a crude Improvised melee weapon,  dealing 1d4-1 piercing damage. Arrows used in melee break on an attack roll of 1, but when fired at range are generally recoverable. Arrows from different types of bow are compatible with each other.

Bolts: Bolts come with their own quiver, and are also known as quarrels. They resemble arrows, but are shorter and heavier. Bolts are fired out of crossbows (dealing the crossbow's damage) but can also be used as a crude Improvised melee weapon. A bolt deals 1d4-1 piercing damage. Bolts used in melee break on an attack roll of 1, but when fired at range are generally recoverable. Bolts fired by heavy, repeater, and light crossbows are compatible with each other, but hand crossbows fire more compact, solid metal bolts.

Bullets: Lead bullets come in bags, and are fired by slings. See the sling description for more information. Bullets can be thrown by themselves, and do 1d4-2 bludgeoning damage with a range increment of Thrown.

Crossbow, Hand: Hand crossbows are a feat of engineering and machinery. They pack a lot of force into a tiny machine that can be fired (but not reloaded) with one hand. A hand crossbow takes 2 seconds to reload, or twice as long without Crossbow Proficiency. A hand crossbow cannot effectively be used as a melee weapon.

Crossbow, Heavy: A heavy crossbow takes 6 seconds to reload, or twice as long without Crossbow Proficiency. A heavy crossbow butt can be used as a sort of a club, treated as an Improvised Blunt weapon dealing 1d4 bludgeoning damage at standard reach.

Crossbow, Light: A light crossbow takes 3 seconds to reload, or twice as long without Crossbow Proficiency. A light crossbow butt can be used as a sort of a club, treated as an Improvised Blunt weapon dealing 1d4 bludgeoning damage at standard reach. A light crossbow butt can be used as a sort of a club, treated as an Improvised Blunt weapon dealing 1d4 bludgeoning damage at standard reach.

Crossbow, Repeater: Repeater crossbows have a magazine of five bolts. The Repeater crossbow can fire five times before needing to be reloaded, as if it were a firearm with the Single rate of fire. A repeater crossbow takes 6 seconds to reload, or twice as long without Specialized: Repeater Crossbow Proficiency. The price given for the bolts includes the box magazine.

Dart:  Darts are lightweight projectiles that can be thrown at fairly long range. Darts are frequently poisoned to make up for their lack of damage. They can be used in melee, but are treated as Improvised.

Javelin: Javelins are light, flexible spears designed for throwing at long distances. They can be used in melee, but are treated as Improvised.  

Sling: Slings are common peasant weapons used to drive off wolves and hunt small game. You add your strength to sling attacks. A sling can be easily improvised from cloth or scarves, and with a few minutes of effort (no skill check necessary) they don‚t count as improvised weapons. Slings fire lead bullets. They can also throw stones, which deals 1 point less damage and makes the weapon count as Improvised.


Weapon Modifications

Weapon modifications can be added to the base weapons on the charts, often at added cost and weight.

Practice : Reduces the cost by 75% of the base. The weapon deal‚s one smaller die of damage, the damage is nonlethal, and bludgeoning. Practice weapons are usually made of wood, and sometimes even padded.

Money Values

----Exchange Value---

Name

Abr.

cp

sp

mk

gc

pp

$

Weight*

Copper Penny

cp

1

1/10

1/100

1/1,000

1/10,000

1/5 (20 ¢ )

1/250kg

Silver Penny

sp

10

1

1/10

1/100

1/1,000

2.00

1/250kg

Silver Mark

mk

100

1/10

1

1/10

1/100

20

1/25kg

Gold Crown

gc

1,000

1/100

1/10

1

1/10

200

1/25kg

Platinum Piece

pp

10,000

1/1,000

1/100

1/10

1

2,000

1/25kg

Dollars

$

5

½

1/20

1/200

1/2000

Varies

*Usually you can just discount the weight, as it is close to negligible. However, for large quantities of coins, weight might be an issue.

Bayonet : This modification may be added to a crossbow (except for hand crossbows), firearm, guitar, or similar object. The bayonet weighs 0.5 kg and lets the weapon be used as a Spear in close combat. Costs 2 mk. Attaching or removing a bayonet is a 4SA, or a 2SA with Rapid Reload or Quick Draw. For +2 mk, the detached Bayonet may be used as a dagger.

Ornate : add any amount of value to the weapon. This does not actually improve the weapon in any practical way, but it looks impressive. The prices listed are a bare minimum. Some common improvements include:

Brass Hilt: +5 mk
Silvered Hilt: +5 gp
Ivory Hilt: +10 gp
Gilded Hilt : +50 gp
Silk Tassel: +2 gp
Engraved Blade: +10 gp
Unusual Colour: +2 gp

Artifact: this weapon is of extraordinary quality, and likely has its own name. See Chapter 9: Artifacts and Magic Items for more information

Cold Iron, Mithril, Silvered Blades: See the special materials section (below)

Combination Weapon: You can, generally speaking, combine any two weapons into one. You simply add the cost and weight of the two weapons together, and it becomes a double weapon. Examples could include a hammer with a pick end on the other end of the haft, or a sword with a dagger at the hilt. Some weapon combinations, like a sword that is also a bow, are impossible. With Combat Arts: Two Weapon Fighting, you can get extra attacks.

Wealth and Money

Paper Money: is money printed on paper with an equivalent value to precious metal currency. It functions the same way except it's weight is negligible. Typically societies will have a bank or government-run institution that converts paper money into coins and vice versa. Paper money is only used in the most advanced (by fantasy standards) societies.

Special Materials

In general, gear such as weapons and armour is made of iron by default. This is by far the most common material in use. Other materials are available, generally at a much greater cost.

Cold-Forged Iron  

This metal is mined deep underground and forged at a lower temperature to maintain its delicate antimagic properties. Many magical creatures are weak to cold iron weapons. If cold iron is forged into steel or other alloys, it loses its special properties and becomes ordinary iron. Chemically, cold iron is identical to regular iron, although anyone with spellcasting capabilities or magic sight can immediately tell the difference.

Special Effects: A thin sheet of Cold Iron prevents magical teleportation, clairvoyance, and summon effects from passing through. A tiny hole is all that is necessary for this protection to fail. A full suit of cold iron armour makes the wearer immune to magical detection (except for mail armour, as it is essentially full of tiny holes).

Cold iron is undetectable by magic of any sort, as is anything contained in cold iron (such as treasure in a cold iron chest).

You can‚t detect cold iron by trying to see what you can‚t detect. It just doesn‚t work like that.

A character wearing cold iron restraints cannot teleport or be summoned.

The presence of cold iron makes spellcasters feel slightly uncomfortable, although they take no actual penalties. The more cold iron, the more uncomfortable they feel.

It is more difficult to craft cold iron than regular iron. The DC to create anything increases by +2.

Durability : 5
Density : as iron
Density Multiplier : 1x
Cost: 10 sp /kg (and double the cost of the item after that increase due to the difficulty involved in forging)

Silver  

Silver acts as a magic conductor of sorts, in addition to being the weakness of a number of creatures (most famously lycanthropes, such as werewolves).

Special Effects:  

Magic Conductivity: If a spellcaster is touching a silver object, any spell he casts can originate from anywhere that same silver object touches. For example, if Mordok the Magician casts fireball while holding onto a 5m silver wire, the fireball can originate from the end of the wire, thus boosting the range by 5 m. Well-to-do Warlocks sometimes create large networks of silver wire in their homes to defend against marauders from safety. Smart well-to-do Warlocks think twice before doing this, because the marauders may be Wizards from the neighbouring arcane gang, and silver runs both ways.

Light: When a spell is cast through silver, the silver glows pale blue. This lights an area 50 cm per Power Point of the spell. Spellcasters can make silver glow without casting a spell as a 2SA, with an area of up to 50cm for every power point they are capable of casting. (a character with 5 ranks in Magic Power could light up an area with a radius of 2.5 m, for example).

Anchor Point: Objects made of silver are always an Anchor point, although casting a spell (any spell) through the silver makes the Anchored spell disappear.

Silvered Weapons: A silver-coated object (such as a pole, fork, or melee weapon) can allow a caster to cast Melee spells with the reach of the object or weapon rather than the caster's natural reach. The caster must have direct contact (skin to silver) with the object for this to function. When attacking in this way, the character uses his attack bonus for the weapon instead of his magic skill for checks to affect the target (anything written like Check: Magic Skill vs X). Silvered gauntlets allow an armoured caster to use silvered weapons without removing his gloves.
Durability: 2 (pure silver)
Armour Defence Bonus: +0 for silvered, -3 for solid silver (this weapon or suit of armour would be purely decorative, prohibitively heavy, and ridiculously expensive)
Cost: 250 sp/kg (one sp weighs roughly 4 grams).
Silver wire costs 10 sp per metre.
Silvered object: + 5 sp/ kg of the object. Does not significantly affect weight

Mithril

This light, silvery metal is mined far beneath the surface

Special Effects: Mithril is almost impossibly strong, and incredibly light. It is also easy to work with, as such any DCs for crafting mithril items are 2 lower than usual.

Mithril Weapons: Mithril   can only be applied to weapons usually made of metal. The Durability changes to 12, the weight is decreased by 50% and the cost increases by 500 gc (2500 mk) per kg of the original. In addition, some creatures are vulnerable only to weapons made of Mithril. Due to the decreased mass, bludgeoning weapons deal one die lower damage when made of mithril and gain no benefit from the material bonus to damage. Mithril piercing or slashing weapons deal +1 damage and become Armour-Piercing 1.

Mithril-Plated   Weapons : Can only be applied to weapons usually made of metal, and cannot be applied to weapons already made of mithril. Does not change the weapon‚s Durability or weight, but counts as if it was made as Mithril (not the base material) for creature weaknesses. Increases the cost by +20 gc per kg of the original, or +10 gc per kg if it is a hafted weapon. Mithril plating does not affect the weight of the weapon, or the damage of bludgeoning weapons.

Mithril Armour: MIthril armour costs an extra +500 gc per kg of armour, and can only be applied to armour usually made of metal. Decrease the weight of the armour by 50%, and increase the defence bonus by +7. Can only be applied to armour listed as made of iron.

Durability : 12
Armour Defence Bonus: +7
Weight: Half as much as Iron
Cost :  
Raw Mithril : 250 gc/kg (ten times as much as gold)
Solid Mithril object : +250 gc / kg of the original
Mithril-Coated Weapon : +20 gc / kg of the weapon, or +10 gc if its hafted

Bronze

Special Effects:  Bronze is much easier to work with than iron is, though it is more expensive. Creating an object of bronze has a Engineering DC of one lower than it would be to make it out of iron.

Some creatures are vulnerable to bronze weapons, and others can't stand the touch of iron, so they use bronze instead.

Durability : 5
Density : 8.58
Density Multiplier : 1.1x
Material Bonus: no change
Cost: twice as much as iron

Name

Durability

Paper, Cloth

-3

Glass, Ice

-2

Dirt, Mud

-1

Soft Leather

-1

Treated Leather

1

Silver, Gold, Lead

2

Wood

3

Aluminum*

3

Bronze

5

Stone

5

Iron

5

Refined Steel

7

Titanium*

7

Cerametal

9

Mithril*

12

Adamantine

13


Armour

Armour Effort

Armour effort, like weapon effort, determines how much armour you can wear and how encumbered you are by it.

Endurance

Ability Multiplier

Light Armour (kg)

Medium Armour (kg)

Heavy Armour (kg)

0

0.3

1.8

3.6

7.2

1

0.4

2.4

4.8

9.6

2

0.6

3.6

7.2

14.4

3

1

6

12

24

4

1.6

9.6

19.2

38.4

5

2.5

15

30

60

6

4

24

48

96

7

6.3

37.8

75.6

151.2

8

10.1

60.6

121.2

242.4

Negligible Armour: Armour is …negligible‚ if it weighs half as much (or less) as your Light Armour limit. Negligible Armour imposes no mobility penalty, and requires no proficiency.

Light Armour: Light armour requires Light Armour Proficiency, and imposes a -1 mobility penalty while worn. Light armour can weigh up to half as much as Medium Armour.

Armour Modifications

Name

Defence

Weight (kg)

Cost (gc)

Era

Coverage

Spikes

--

+2 kg

+2

Archaic

--

Quick Exit

--

--

+50

Archaic

--

Heavy Construction

+1

+50%

+25%

Archaic

--

Coloured

--

--

+10%

--

Arm Guard

+5

+2

Archaic

Arm

Helmet

+5

+2

Archaic

Head

Medium Armour : Medium armour requires Medium Armour Proficiency, and imposes a -2 mobility penalty while worn. Medium armour can weigh as much as your Endurance Multiplier x your Scale multiplier x 4kg.

Archaic Armour

Name

Defence

Weight (kg)

Cost (gc)

Era

Coverage

Leather

+1

6

1

Archaic

Full

Leather, Studded

+2

7.5

2

Archaic

Full

Scale Shirt

+3

12

3

Archaic

Torso

Mail Shirt

+4

12

8

Archaic

Torso

Breastplate

+5

13

15

Archaic

Torso

Full Scale

+3

18

12

Archaic

Full

Full Mail

+4

18

20

Archaic

Full

Field Plate:

+5

18

40

Archaic

Full

Full Plate:

+6

24

80

Archaic

Full

Heavy Armour: Heavy armour requires Heavy Armour Proficiency, and imposes a -3 mobility penalty while worn. Heavy armour can weigh up to twice as much as Medium Armour.

Super Heavy   Armour : Super heavy armour weighs more than heavy armour. You cannot move in super heavy armour faster than a crawl, at ¼ of a square move‚s speed. Super Heavy armour imposes a -4 mobility penalty, and you can never be proficient in it.

Modifications :

  1.   Quick-Exit : Removing the armour only takes a 4SA, by activating a hidden switch (Perception DC 8 to notice). In order to  remove the armour that somebody else is wearing, an opposed Grapple Check is necessary (unless the person wearing the armour is willing or helpless). Costs +10 gc.
  2.   Heavy Construction : The weight increases by +50%, but the defence bonus increases by +1.

Shields

Shields are necessary to use the Block defence roll. If a shield weighs as much as a light weapon, it can be carried in either hand. If it weighs as much as a standard weapon, it requires your primary hand. If a shield weighs as much as a heavy weapon, it takes both hands.

Types of Shields

Type

Weight

Special

Toughness

Cost

Buckler

1.5 kg

Strap

8

15 mk

Wooden Shield

1.5 kg

7

2 mk

Iron Shield

4 kg

11

25 mk

Tower Shield

4 kg

Cover

10

10 mk

Spikes

+1 kg

See: Weapons table

--

+10 sp

Buckler: This is a small, metal shield that straps on to the wrist. This leaves the hand free. However, the weight of the buckler is deducted from the weight of weapons normally allowed to be carried in that hand. Using a buckler requires special training.

Wooden Shield: A basic, cheap wooden shield. It is lightweight, reliable, and easy to repair.

Iron Shield: Making a shield out of solid iron is expensive, heavy, and not generally a huge improvement over a wooden shield, except that it is more durable.

Tower Shield: A tower shield, in addition to allowing the defender to make block checks, provides +1 cover to your Target score. Using a Tower Shield requires special training.


Adventuring Gear

Name

Cost

Weight

Name

Cost

Weight

„Adventuring Gear„

„Medical Items„

Backpack

1 sp

Surgical Tools

5 mk

1 kg

Bedroll

1 sp

Filter Mask (10)

1 cp

0.5 kg

Caltrops (bag)

5 sp

Bandage and thread (10)

1 cp

0.5 kg

Chain, 10 ft

Herbalist's Kit

2 mk

1 kg

Earplugs

1 sp

Neg.

Disinfectant

2 cp

Neg.

Crowbar

Food and Drink

Fishhook

Rations, trail (1 day)

1 sp

1 kg

Flask (Empty)

Waterskin (3 days)

1 sp

Flint and Steel

Grappling Hook

„Clothing„

Hammer

Poor

5 cp

1 kg

Ink (30 mL vial)

Neg.

Common

3 sp

1 kg

Lock:

0.5 kg

Fine

5 mk

1 kg

-Crude

20 sp

0.5 kg

Extravagant

5 gc

1.5 kg

-Simple

40 sp

0.5 kg

Uniform

3 sp

1 kg

-Standard

1 mk

0.5 kg

Cold Weather

5 mk

2 kg

-Complex

5 mk

0.5 kg

Desert

3 sp

0.5 kg

-Master

25 mk

0.5 kg

Lantern, Bullseye

„Hirelings„

Lantern, Hooded

Labourer (per day)

1 sp

Manacles

Mook (per day)

2 sp

Mirror

Servant (per day)

1 sp

Oil (500 mL flask)

1 sp

0.5 kg

Pick, Miner's

2 sp

1 kg

Rope, 50 ft. Hemp

2 sp

4 kg

„Services„

Spyglass

10 mk

0.5 kg

Inn, Poor (per night)

2 cp

Shovel

2 sp

2 kg

Inn, Common (per night)

2 sp

Tent

10 sp

8 kg

Inn, Good (per night)

4 sp

Torch

1 cp

0.5 kg

Inn, Fine (per night)

1 mk

Item Repair

1/5 th

Holy Symbol

5 cp

Neg.

Messenger, Foot (per km)

1 cp

Lockpicks

5 mk

Neg.

Messenger, Horse (per km)

2 cp

Needle, Sewing

1 sp

Neg.

Meal, Poor

2 cp

Musical Instrument

3+ gp

2 kg


Flint and Steel: Starting a fire with flint takes around ten seconds.

Earplugs: While wearing Earplugs, the DC to hear anything increases by +3. This makes it harder to be deafened by loud noises.  

Medical Tools

Surgical Tools: Without the surgeon's tools, the character must improvise. This requires a small, sharp instrument, such as a dagger; and imposes a -2 penalty on Medicine checks involving Surgery.

Filter Mask: Filter masks come in packs of ten. When a character wearing a filter mask goes near an infected creature, roll a d20 instead of a d6. On a 1, the character gets infected. Otherwise, he is fine.

Bandages and Thread: Bandages come in packs of ten. A bandage and length of thread is used when a character uses the Medicine skill to perform Emergency First Aid. Bandages can be fairly easily improvised out of any strip of cloth, and same with thread.

Herbalist's Kit: A herbalist's kit comes with enough herbs to make 10 doses of medicine. See the Medicine skill for more information.

Disinfectant: If a disinfectant us used during surgery, there is no chance of the character being operated on getting an Infection. Alcoholic beverages can be used instead in a pinch.



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