AVORKARTH

EQUIPMENT

Equipment is the one of the most, if not the most, necessary thing to have whilst on an adventure and can be the literal bread and butter of an adventurer. Clothes, food, backpacks, weapons, rope, maps, you name it, it's for sale on a merchant's shelf somewhere in the realm. Equipment is divided into multiple categories and are all listed within tables that show the cost, weight and descriptions/rules. Some items are unique to certain cultures and have restrictions as to which race can use it, or are much harder to acquire.

Monetary Currency (Human Kingdoms)

The civilized cultures throughout the realm of creation sell equipment for any and all adventurers through a form of trade, most commonly seen as currency and the most common among them the humain coin based one.

Although the coins throughout the realm all have their different stampings, varying from kingdom to kingdom, the material they are made with are kept common so that all kingdoms, empires and peoples can trade at equivalent value.

  • Copper/Iron Pieces (Cp) : The most common and most used of all coinage. Copper pieces are used mostly on a the day to day basis, as a small meal or a item usually comes down to a couple of coppers. An average labourer's wage is between 2 to 3 copper pieces a day, enough to keep oneself fed.
  • Silver Pieces (Sp - 5 Cp) : A less common coin, silver pieces are used more commonly to trade items of greater worth. This coin is seen more commonly in areas of greater trading such as cities and capitals.
  • Gold Pieces (Gp - 100 Cp) : Thees rarer coins are rarely seen outside of cities and even a few gold will be enough to live comfortably for a year or two within populated villages. Low end servants will usually be within the silver-gold ranges, as would good weaponry.
  • Diamond/Platinum Pieces (Dp - 10,000 Cp) : These platinum coins or gold coins with a cut diamond core will by themselves purchase anything anyone would need to live and is mostly used by the upper class. Special weaponry and armours are sold at seedy auctions at this price, as are high end butlers, exotic pets and slaves of certain qualities. If one has platinum in their pocket, they are considered to be of very rich.
  • Anyar Pieces (Ap - 1,000,000 Cp) : These specially marked coins of a shimmering white metal are used and kept by royalty, guild leaders or the ridiculously wealthy. Each anyar piece is more a favor trading marker than a currency, as it can be used to finance exploration ventures or small personal armies.
  • Item/Equipment Material Quality

    Equipment and many usuable items of metallic base can be made of different material types. This makes quite a differnce for not only their quality but also their costs. The most commonly used metal is bronze and is the base cost of the item that every other quality is derived from. Copper and brass are weaker varients, more commonly found but less desired and therefore are cheaper than the base price.

    Weapon Breaking Point/Durability : A weapon's durability is how many critical failures are required to be rolled before a breaking point is taken. Weapons lose 1 might per breaking point reached.

    Armour Breaking Point/Durability : Armour and shield durability is decreased every time an enemy hits for a lesser wound or more. When enough breaking points are gained to equate the armour's durability, the armour value of the armour is decreased by 1.

    Masterwork Items

    Should an item or equipment have the masterwork trait within their title, it is a rare item of exquisite craftsmanship and is of greater quality than any other within its material type. These have a small bonus though at a doubled cost increase.

    Masterwork Weapons : These are perfectly balanced and have an almost unnatural ease of handling. Masterwork weapons give an additional +1 to +3 bonus to their Attack value.

    Masterwork Armour/Shields : These are made with just the right amount of materials to give a good defense without burdening the wielder. The weight of the armour/shield is reduced by 1/4, 1/3 or 1/2 and the Armour Penalty is reduced by 1 to 3.

    Materials of the Realm of Creation


    Copper : Copper is a lightweight, flexible and malleable metal. Such quality items are easily found and used all over by most common folk.
    Weapon Copper weapons have no bonuses.
    Armor Copper Shields/Armors have no bonuses.
    Durability 3
    Cost Item Cost / 4 (rounded down) - 4 Cp shortsword is 1 Cp

    Stone : Stone weaponry may be hefty and still prone to breaking, but is cheap to make and rather useful in combat.
    WeaponStone weapons have +1 might for Crushing weapons only.
    Armor- None - Weapons only.
    Durability 3
    Cost Item Cost / 4 (rounded down) - 4 Cp shortsword is 1 Cp

    Brass : Brass is an alloy of Copper with Zinc, creating a slightly sturdier metal. Such quality items are still easily found among common folk and adventurers.
    Weapon Brass weapons have +1 might.
    Armor Copper Shields/Armors have +1 guarded/+0 full armour values.
    Durability 4
    Cost Item Cost / 2 (rounded down) - 4 Cp shortsword is 2 Cp

    EQUIPMENT

    Bronze : Bronze is a strong alloy of Copper and Tin, making it an ideal metal for easily accessed metal weapons and armors. Bronze weaponry is often used by city guards and adventurers alike.
    WeaponBronze weapons have +2 might.
    ArmorBronze Shields/Armors have +2 guarded/ +1 full armour values.
    Durability 5
    Cost Item Cost x 1 - 4 Cp shortsword is 4 Cp

    Iron : Iron is a common enough metal that is tough and resiliant, no longer having the brittleness of its lesser metals.This makes it highly sought out by adventurers or personal guards.
    WeaponIron weapons have +3 might.
    ArmorIron Shields/Armors have +3 guarded/ +1 full armour values.
    Durability 6
    Cost Item Cost x 5 - 4 Cp shortsword is 20 Cp

    Steel : There are some smiths who have figured out how to bond Iron as an alloy similarily to Copper. The result is an impressive metal that easily cuts through flesh or blocks against blows.
    WeaponSteel weapons +4 might.
    ArmorSteel Shields/Armors have +4 guarded/ +2 full armour values.
    Durability 8
    Cost Item Cost x 50 - 4 Cp shortsword is 2 Gp

    Darksteel : A highly sought but rare metal found deep underground, the now coined darksteel is known for its almost pure black finished look whenever it is forged.
    WeaponDarksteel weapons have +5 might.
    ArmorDarksteel Shields/Armors have +5 guarded/ +2 full armour values.
    Durability 10
    Cost Item Cost x 500 - 4 Cp shortsword is 20 Gp

    Talren : This reddish metallic ore is found only in tiny veins throughout snowy mountain ranges, and creates a dull, but extremely effective and surprisingly tough metal.
    WeaponTalren weapons have +6 might.
    ArmorTalren Shields/Armors have have +6 guarded/ +3 full armour values.
    Durability 12
    Cost Item Cost x 5,000 - 4 Cp shortsword is 2 Dp

    Obsidius : Obsidius is known for its very odd reflective surface and extremely jagged sharpness, giving it the impression of being hardened volcanic glass. Far too often has an adventurer dismissed obsidius ore thinking it to be simply obsidian which, while sharp, is far too brittle.
    WeaponObsidius weapons have +7 might.
    ArmorObsidius Shields/Armors have +7 guarded/ +3 full armour values.
    Durability 15
    Cost Item Cost x 25,000 - 4 Cp shortsword is 10 Dp

    Mithril : One of the rarest and toughest metals upon the realm of creation which is a brilliant white when finally finished, mithril's greatest asset is how light and flexible it is. It is said that crafting a mithril weapon takes a lifetime for a master smith to finish.
    WeaponMithril weapons have +8 might.
    ArmorMithril Shields/Armors have have +8 guarded/ +4 full armour values.
    Durability25 - Reduce weight by half.
    Cost Item Cost x 250,000 - 4 Cp shortsword is 1 Ap

    Eldrium : An eerie metal that shines of smokey reds and purples that is known to be amost impossible to shape. Eldrium metals are unable to be battered into elegant weaponry by even the greatest living smiths and always ends up jagged or spiked.
    The wielder hears strange suggestions, often leading to insanity (DC 20+1 per week wielded).
    WeaponEldrium weapons have +9 might.
    ArmorEldrium shields/armors have have +9 guarded/ +4 full armour values.
    Durability40 - Reduce weight by half.
    Cost Item Cost x 2,000,000 - 4 Cp shortsword is 8 Ap

    Anyar : Anyar is a mythical glowing and shimmering silvery-gold metal whose origin is partly in Arenya's realm of heaven. The metal isn't found, it is simply part of an already formed weapon or armor of legend.
    Good aligned wielders hears a soothing voice, guiding their actions. Otherwise, the weider takes 5 minor spirit/fire wounds each round.
    WeaponAnyar weapons have +9 might and +1 attack values against targets of evil alignments.
    ArmorAnyar shields/armors have +9 guarded/ +4 full armour values, with an additional +1 guarded armour value against creatures of evil alignment.
    Durability- - Armors have -4 to Armor Penalties. Reduce weight by half.
    Cost Item Cost x 5,000,000 - 4 Cp shortsword is 20 Ap

    Moonsilver : Moonsilver is infused mithril, being formed over many millenia by the nymphic sei'yuule moon priestesses and the spiritual land gods they follow. Such metal cannot be battered or forged and can only be magically shaped by the ancient song.
    If wielded by a one not of nature's path or is not given as a gift by a sei'yuulei, the wielder takes 5 minor spirit/fire wounds each round.
    WeaponMoonsilver weapons have +10 might if wielded by sei'yuulei. Otherwise it is equivalent to Mithril.
    ArmorMoonsilver shields/armours have +10 guarded / +0 full armour values if wielded by sei'yuulei. Otherwise it is equivalent to Mithril without the full armour values. - Moonsilver cannot be formed into armors other than Partial.
    Durability- - Reduce weight by half.
    Cost Item Cost x 5,000,000 - 4 Cp shortsword is 20 Ap

    EQUIPMENT

    ADVENTURING GEAR

    ADVENTURING GEAR

    ItemSizeWeightCost Description + Additional Rules
    Animal TrapStandard6 lbs5 cp A metal jawed trap that is often used in hunting for food. Gives +4 to forage rolls for finding food, but must wait half a day before the food is available. If used on a specific target, deals 4 lethal damage and has a might value of 4.
    Metal Components : Each greater quality gives an additional +1 to the might and also damage if the quality is great enough.
    BackpackLarge 1 lbs3 cp Backpacks are used to carry a larger amount of things. Double the user's carrying capacity for standard and smaller items.
    BalmSmall0.5 lbs8 cp Balms are special mixtures of herbs in an oinment form that is especially good at curing wounds. Using a balm grants +3 to the user's next heal check.
    Bandage (5)Small0.1 lbs1 cp Bandages are cloth straps used to cover wounds and halt bleeding or infections. Using a bandage gives a +1 bonus to the user's heal check.
    BedrollLarge1 lbs3 cp A comfortable, rolled up sack used to sleep out in the wilderness. It keeps the user warm throughout the night. Gain +2 to resist cold.
    BlanketStandard0.5 lbs1 cp A simple sheet to cover the user during cold nights. Gain +1 to resist cold.
    Candle LampStandard5 lbs5 cp A more effective method of lighting than a torch, it gives off a 120 foot area of light around the user and can be reused.
    Fishing RodStandard2 lbs3 cp A simple stick with a string attached at the end, allowing the user to fish in waters. Gives +1 to forage checks while near waters.
    Metal Components : Each greater quality gives an additional +1 to the roll.
    Flint and SteelSmall0.1 lbs2 cp A small kit of steel and an easily chipped rock that allows the user to creates sparks.
    Food Ration (1 day)Small1 lbs2 cp A small pouch's worth of dried non-perishable food. Often salted meat, nuts and long-lasting berries. Removes 3 hunger counters.
    NetLarge2 lbs2 cp A weave of thick string or hemp that can be used to entangle a target. You may use it to roll a tackle roll for grappling from a distance of 15 feet as a standard action with your ranged attack value.
    Pouch Small-2 cp Pouches are smaller container usually worn on the hip or attached to a belt. It can contain up to a maximum of 3 small items, but these can be reached with a swift action instead of a standard action.
    PoulticeSmall0.3 lbs3 cp Poultices are a combination of many herbs and grasses that soothe wounds. It gives a +2 bonus to the user's heal check.
    Rope, hemp (40 ft.)Standard4 lbs2 cp A woven and somewhat heavy and thick rope. It gives +1 to climbing and can be used to tie up unconscious foes with a DC of 6.
    Skeleton KeyTiny1 lbs15 cp Skeleton keys are modifiable key like devices that help the user pick locks or disable traps, giving a +1 bonus to any such rolls.
    Metal Components : Quality gives bonuses to the roll by +1 per category upgrade.
    Soap (3)Tiny0.1 lbs1 cp A block of mushed herbs, salt and animal oils used to keep clean. It can be used as abasic writing tool if absolutely needed.
    String (10 ft.)Tiny-1 cp Small, light string that on its own cannot really carry any weight
    TorchStandard3 lbs1 cp Simple wooden handled sticks with cloth wrapped around the top that light up to a 60 foot area around the user.
    WhistleTiny0.1 lbs2 cp A small crafted whistle that can be heard within 1 kilometer.
    Metal Components : Quality of material adds to the clarity of the sound and range of +1 kilometer per upgrade

    EQUIPMENT

    BOOKS AND WRITING SUPPLIES

    ItemSizeWeightCost Description + Additional Rules
    Blank JournalSmall1 lbs3 cp A small stack of papers bound in leather or wooden encasings. Has 30 pages.
    Blank Tome (Large)Standard4 lbs6 cp A larger book that can be used to record information. Has 90 pages.
    Carcoal PencilTiny0.1 lbs1 cp Burnt ash residue filed and kept within a wooden encasing. Can write for 20 pages before becoming too small to use.
    Chalk stick (4)Tiny0.1 lbs1 cp A small stick of condensed white rock that can be used to write. It lasts for 4 pages.
    Ink JarSmall1 lbs2 cp A small jar containing enough writing ink to last for 80 pages
    Parchment(5)Small-1 cp A sheet of intercrossed fibers used to write upon.
    QuillTiny-1 cp A small stick with a nib or a hollowed feather that allows the user to write with ink

    CLOTHING

    ItemSizeWeightCost Description + Additional Rules
    Barbaric ClothingStandard0.5 lbs4 cp These furred ragged clothes are simple but functional. Used by those often not of fully civilized upbrining, the wearer gains +1 to their cold resistance, but -1 on charisma based persuade checks.
    Cold-Weather ClothingStandard1 lbs8 cp Heavy linen and cut furs worn over other clothes and armours, these offer great protection against the cold. The wearer gains an additional +1 to their cold resistances.
    Common ClothingStandard0.5 lbs5 cp A simple look used by everyday men and women. This can be from being a seafarer to a baker or a soldier.
    Courtesan's ClothingStandard0.5 lbs1 gp Often worn by slaves or a lord's harem, these clothes are tastefully covering and often gemmed or jeweled. If the wearer also has an Elegance score of 11 or higher, they add an addtional +2 to charm skills against those who would find them attractive.
    Dancer's ClothingStandard0.5 lbs15 cp These revealing and flowing clothes are meant to show off the wearer's physical beauty as an addition to acrobatic dances. The wearer gains an additional +1 bonus to Perform:Dance (Agility). If the wearer also has an Elegance score of 11 or higher, they add an addtional +1 to charm skills against those who would find them attractive.
    Entertainer's ClothingStandard0.5 lbs10 cp These sometimes flashy or silly clothes gives entertainers a slight edge over their crowd. The wearer gains an addtional +1 bonus to their perform act and bluff skills.
    Knight's ClothingStandard0.5 lbs15 cp A knight's fine clothes are given to them once they finish their training. Sewn onto it is the crest of the house they serve. Increase the character's level by +1 for Fame related checks.
    Ragged ClothingStandard0.5 lbs1 cp Basically rags. Enough to keep warm, but not to look presentable. Often worn by slaves or the poor
    Royal ClothingStandard2 lbs1 gp For the graciouis ballrooms and royal parties. These courtesan or nobal clothes, while impressive, aren't practical. The wearer takes -1 on any physical skill rolls, but gain an additional +1 bonus to Diplomacy, Persuade and Bluff skills against civilized citizens.
    Thieves ClothingStandard0.5 lbs10cp - 1gp These expertly made dark clothes are used by thieves to conceal themselves with ease. The wearer gets an additional +1 to their hide skill. If the 1 gp version is bought, it also contains wrist mechanisms and padded boots that grant the wearer an additional +1 to their climb and move silently skills. If a fully metallic armour is worn under, all bonuses are lost.
    Upper Class ClothingStandard0.5 lbs15 cp Those who are considered rich among the upper class sometimes wish to look more than presentable, gaining slight envy from those less fortunate.

    CAPES

    ItemSizeWeightCost Description + Additional Rules
    Fancy CapeStandard0.1 lbs7 cp More presenting than travel capes and often showing the symbol of a nobleman's fealty. No matter the application, fancy capes still keep a person warm for long journeys.
    Rogue's CloakStandard0.1 lbs5 cp A rogue's cloak is useful at keeping hidden. Cloaks give an additional +1 to the Hide skill value.
    Travel CapeStandard0.1 lbs2 cp Used by outdoorsmen as cover against the weathers, capes keep a wearer warm on long journeys.

    EQUIPMENT

    DEFENSIVE GEAR

    - Armour Penalty : The negative of an armour's Armour Penalty reduces all skills affected by Armour Penalties.

    - Armour Carry Size : All armours are Large carry size, unless worn. All pieces are Standard carry size, unless worn.

    KEYWORDS

    - Metallic : The armour can benefit from the bonuses of increased material quality.

    - Non-Metallic : The armour cannot benefit from the bonuses of increased material quality.
    - Partial : The armour can only get half the bonus from increased material quality.
    - Piece : ALL Pieces armours' combined armour values cannot exceed the worn main armour + its metal quality's value, no matter their own metal quality.
    - Under-Armour : The Armour can be worn under clothes or other armours. If worn under other armours, it'll only give the bonuses indicated in the parentheses.

    ARMOURS


    Decorative
    Pieces of metal that basically only protect areas of importance such as the upper chest, shoulders and hips but leaves pretty much everything else vulnerable.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +0
    +1
    0
    15 cp
    5 lbs
    Keywords Metallic, Partial, Under-Armour(+0/+1)
    Additional This armour doesn't disable bonuses from dancer/courtesan clothes.

    Gladiator/Gladiatrix
    An upper armour which covers most of the body, but still leaves areas such as the legs and arms open to better breathe.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +1
    +1
    0
    10 cp
    6 lbs
    Keywords Metallic, Partial, Under-Armour(+1/+1)

    Leather
    A standard leather armor that is mostly used by hunters to protect against animal teeth and claws.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +2
    +2
    0
    4 cp
    7 lbs
    Keywords Non-Metallic

    Padded Leather
    A higher quality leather armour that provides its wearer better protection at the cost of being heavier.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +3
    +3
    -1
    8 cp
    9 lbs
    Keywords Non-Metallic

    Studded Leather
    A sturdy leather with padded metal to further protect its wearer from incoming strikes.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +3
    +3
    -2
    20 cp
    12 lbs
    Keywords Metallic

    Chain Shirt
    A simple shirt of chain links that protects the upper body rather well.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +3
    +4
    -2
    35 cp
    15 lbs
    Keywords Metallic, Under-Armour(+2/+2)

    EQUIPMENT


    Chainmail
    Linked metal like that of a chain shirt, but covering the whole body.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +4
    +4
    -2
    50 cp
    20 lbs
    Keywords Metallic

    Scalemail
    Scaled metal pieces layered upon each other that provides great flexibility to protection.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +4
    +5
    -2
    60 cp
    25 lbs
    Keywords Metallic, Under-Armour(+3/+3)

    Banded Mail
    Banded plates of metal that when worn together creates a carapace of metal.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +5
    +5
    -3
    1 gp
    35 lbs
    Keywords Metallic

    Fullplate
    An adorned and mighty armour that is often worn by royal knights, fully encasing and protecting the user at the cost of maneuverability.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +6
    +6
    -4
    3 gp
    45 lbs
    Keywords Metallic

    SHIELDS

    Shield guarded armour values are only added when the character is stuck by a partial success or if the user is in a Defensive Stance (see Combat).


    Buckler
    A small shield attached to the forearm. Useful in a pinch.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    -
    +1
    0
    3 cp
    5 lbs
    Keywords Metallic

    Shield, Light
    A basic rounded shield that is strapped to the forearm.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    -
    +2
    -1
    6 cp
    8 lbs
    Keywords Metallic

    Shield, Heavy
    A larger shield used to protect the upper and mid body. Usually pointed like a kite.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    -
    +4
    -2
    10 cp
    14 lbs
    Keywords Metallic

    Shield, Tower
    A massive shield that allows the user to hide behind it.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    -
    +6
    -4
    20 cp
    25 lbs
    Keywords Metallic

    EQUIPMENT

    DEFENSIVE GEAR

    ADDITIONAL ARMOUR PIECES


    HELMS


    Leather Helm
    A helm of studded or stitched leather that protects the wearer against strikes coming at their skull or neck.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +0
    +1
    0
    2 cp
    2 lbs
    Keywords Non-Metallic, Piece

    Open Helm
    A crafted or battered metal which grants the fighter good protection against any strike to the skull.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +1
    +1
    0
    6 cp
    3 lbs
    Keywords Metallic, Piece

    Heavy Helm
    A fully enclosed helm that grants the fighter great protection against any strike to the skull.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +2
    +2
    -1
    15 cp
    4 lbs
    Keywords Metallic, Piece

    GLOVES


    Gloves
    Comfortable and light, these leather or cloth made gloves protect the user's hands from lesser environmental dangers. They sometimes have guarded metal wrist protection for more heavy combat use.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +0
    +0
    0
    2 cp
    0.5 lbs
    Keywords Metallic, Piece

    Gauntlets
    These heavier gloves are made of metallic bands layered together that still allow the fingers to move, all while protecting the wearer's hand and wrist.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +1
    +2
    -1
    6 cp
    3 lbs
    Keywords Metallic, Piece

    BOOTS


    Boots
    Comfortable and light, these leather made boots protect the user's feet from lesser environmental dangers. They sometimes have guarded metal shin protection for more heavy combat use.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +0
    +0
    0
    2 cp
    0.5 lbs
    Keywords Metallic, Piece

    Greaves
    These heavier boots are made of metallic bands layered together that still allow the foot to bend, all while protecting it.
    Full Armor Bonus
    Guarded Armour Bonus
    Armour Penalty
    Base Cost
    Weight
    +1
    +2
    -1
    6 cp
    3 lbs
    Keywords Metallic, Piece

    EQUIPMENT

    OFFENSIVE GEAR

    WEAPONS

    WEAPONS


    - Weapon Carry Size : Single-handed weapons are standard size and two-handed weapons are large size, even if used or wielded.
    - Weapon Size : Creatures must wield weapons of their own size. Each size difference from Medium increases or decreases on might by 1, doubling per size category further and halves or doubles the cost and the weight. It also changes the carry size category by 1.
    - Might Mininmum/Bonus/Maximum : Weapons always have a minimum might value, even if the wielder's strength is below it. If the wielder has equal or greater might, they add the weapon's Might Bonus to their strength, up until the weapon's Maximum Might Bonus. All three bonuses are increased by the weapon's quality and materials.

    KEYWORDS

    - Metallic : The weapon can benefit from the bonuses of increased material quality.
    - Non-Metallic : The weapon cannot benefit from the bonuses of increased material quality.
    - Crushing / Piercing / Slashing : The weapon deals one or more of this type of damage.
    - Ranged(X) : The weapon may hit a target up to X tiles away, but takes a penalty of -3 to attack in melee.
    - Throwable : The weapon takes no melee penalty, even with a "Ranged" keyword.
    - Reach(X) : The weapon may hit a target up to X tiles away, but takes a penalty of -1 to attack in melee.
    - Deadly-Reach : The weapon may hit a target up to X tiles away and has no melee penalties.
    - Hefty : The weapon's penalty to Hit is reduced by 1 per strength above 10.

    BLADES - ONE-HANDED


    Dagger/Kunai
    Small blades that are still quite deadly. Characters are able to conceal daggers beneath cloaks or clothing.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    10
    14
    3 cp
    2 lbs
    Keywords Piercing, Slashing, Metallic, Throwable, Range(10)

    Short Sword
    A short blade which handles with ease, worthyt to slice through any foe.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +2
    11
    15
    4 cp
    4 lbs
    Keywords Piercing, Slashing, Metallic

    Hand Axe
    Short handled axes with a balanced head.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +2
    11
    15
    4 cp
    4 lbs
    Keywords Slashing, Metallic, Throwable, Range(7)

    Rapier
    A thin long rounded blade, it excells at piercing foes.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    12
    15
    6 cp
    4 lbs
    Keywords Piercing, Metallic

    Long Sword/Scimitar/Katana
    A longer and sturdier blade, its use is less common than the shortsword due to its difficulty of use.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +2
    12
    16
    6 cp
    4 lbs
    Keywords Piercing, Slashing, Metallic, Hefty

    Bladed Axe
    A simple curved metal end which can equally slice and crush.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +2
    12
    16
    6 cp
    4 lbs
    Keywords Crushing, Slashing, Metallic, Hefty

    EQUIPMENT



    BLADES - TWO-HANDED


    Greatsword
    A large and long blade that is quite deadly and intimidating.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -2
    +3
    13
    17
    10 cp
    18 lbs
    Keywords Piercing, Slashing, Metallic, Hefty

    Butterfly Axe
    A large twin-bladed axe that is frightening to see in action.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -2
    +3
    13
    17
    10 cp
    18 lbs
    Keywords Crushing, Slashing, Metallic, Hefty

    Sunderer
    This massive blade has no hilt to defend its user and the blade is much wider and heftier than usual greatswords.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -3
    +4
    14
    18
    12 cp
    31 lbs
    Keywords Piercing, Crushing, Slashing, Metallic, Hefty

    Scythe
    The scythe's pointed and arced tip is viewed as the weapon of farmers due to its low cost and ease of finding, but it is still very deadly.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +2
    12
    17
    6 cp
    12 lbs
    Keywords Slashing, Metallic, Reach(2)

    Glaive
    An exotic bladed spear, the glaive's long handle is often used defensively.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -2
    +2
    12
    18
    12 cp
    12 lbs
    Keywords Piercing, Slashing, Metallic, Hefty, Deadly-Reach(2)

    HAMMERS - ONE-HANDED


    Wooden Club
    Simple, yet effective.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    10
    13
    1 cp
    3 lbs
    Keywords Crushing

    Hammer/Mace, Light
    A fully shaped top of metal at the end of a medium length handle.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    11
    16
    4 cp
    5 lbs
    Keywords Crushing, Metallic

    Morningstar
    Similar to a mace, the added spikes add to the heft and lethality.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +2
    11
    17
    6 cp
    9 lbs
    Keywords Crushing, Metallic, Hefty

    Flail, One-handed
    The flail has its mace like head attached to a long chain.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -2
    +3
    11
    17
    7 cp
    12 lbs
    Keywords Crushing, Metallic, Reach(2)

    EQUIPMENT

    OFFENSIVE GEAR


    HAMMERS - TWO-HANDED


    Quarterstaff
    This carved branch gives the character something to lean on while walking and is usually mistakenly not viewed as a dangerous weapon.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    10
    14
    2 cp
    4 lbs
    Keywords Crushing, Deadly-Reach(2)

    Hammer/Mace Heavy
    A large hammer that is great at crushing heavy armours, but is heavy to swing.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -2
    +3
    13
    18
    11 cp
    25 lbs
    Keywords Crushing, Metallic, Reach(2)

    Flail, Two-Handed
    This massive flail has its mace like head attached to a heavy chain.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -3
    +3
    14
    18
    13 cp
    30 lbs
    Keywords Crushing, Metallic, Heafty, Reach(2)

    SPEARS - ONE-HANDED


    Shortspear/Javelin
    A simple wooden shaft with a sharp pointed metal end.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +1
    11
    15
    5 cp
    5 lbs
    Keywords Piercing, Metallic, Reach(2), Throwable, Ranged(4+Str)

    SPEARS - TWO-HANDED


    Longspear
    A longer spear than the shortspear which requires both hands to use, though very similar in use.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +2
    12
    16
    7 cp
    8 lbs
    Keywords Crushing, Metallic, Heafty, Reach(2), Throwable, Ranged(4+Str)

    EQUIPMENT

    OFFENSIVE GEAR

    RANGED WEAPONRY

    Ranged Weaponry


    Sling
    A long cloth with a pad in the middle that can be used to throw rocks with considerable momentum.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +0
    9
    13
    1 cp
    1 lbs
    Keywords Crushing, Ranged(Str)

    Short Bow
    A curved staff with string commonly used in hunting.
    !!-Bows must be prepared ahead of combat or else take 1 turn to string.-
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +0
    +1
    10
    14
    3 cp
    2 lbs
    Keywords Ranged(10+Str)

    Long Bow
    The longbow has a greater strain on the user's arm, but allows for more powerful volleys.
    !!-Bows must be prepared ahead of combat or else take 1 turn to string.-
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -1
    +1
    11
    15
    6 cp
    5 lbs
    Keywords Ranged(15+Str), Hefty

    Crossbow, Light
    Crossbows are easy to use ranged mechanical weaponry, but don't require nor benefit from their user's abilities. Light crossbows can be used with a single hand.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +1
    -
    12
    12
    4 sp
    8 lbs
    Keywords Ranged(20)

    Crossbow, Heavy
    Crossbows are easy to use ranged mechanical weaponry, but don't require nor benefit from their user's abilities.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    +1
    -
    14
    14
    10 sp
    25 lbs
    Keywords Ranged(25)

    RANGED AMMUNITION


    Arrow (10)
    Simple fletched arrows. Arrow tips can be increased with metal quality as well, increasing the bow's damage accordingly.
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -
    +0
    -
    -
    1 cp
    0.2 lbs
    Keywords Metallic

    Bolt (5)
    Simple tipped bolts. Bolts can be increased with metal quality as well, increasing the crossbow's damage accordingly
    Attack Value Bonus
    Might Bonus
    Minimum Might
    Maximum Might
    Base Cost
    Weight
    -
    +0
    -
    -
    1 cp
    0.2 lbs
    Keywords Metallic