EQUIPMENT
Adventuring Gear Defensive Gear Offensive Gear
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 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. It takes 100 of a lesser coin to equal a greater one. (100 copper coins is equal to 1 gold coin).
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.
Breaking Point/Durability (optional) : Some items will have a breaking check, which is how many critical failures the player must roll on attacks in a row or at once for the item to break. Armour and shield durability is decreased instead by opponent critical hits.
| 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 -2 might. |
| Armor | Copper Shields/Armors have -1 guarded/-1 full armour values. |
| 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 | 3 |
| Cost | Item Cost / 2 (rounded down) - 4 Cp shortsword is 2 Cp |
| 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. |
|---|---|
| Weapon | Bronze weapons gain +0 might. |
| Armor | Bronze Shields/Armors have no bonuses. |
| Durability | 4 |
| 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. |
|---|---|
| Weapon | Iron weapons gain +1 might. |
| Armor | Iron Shields/Armors have +1 guarded/ +0 full armour values. |
| Durability | 5 |
| 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. |
|---|---|
| Weapon | Steel weapons gain +2 might. |
| Armor | Steel Shields/Armors have +2 guarded/ +1 full armour values. |
| Durability | 6 |
| 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. |
|---|---|
| Weapon | Darksteel weapons have gain +3 might and +1 damage. |
| Armor | Darksteel Shields/Armors have +3 guarded/ +1 full armour values. |
| Durability | 7 |
| 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 vibrant, but extremely effective and surprisingly tough metal. |
|---|---|
| Weapon | Talren weapons have gain +4 might and +2 damage. |
| Armor | Talren Shields/Armors have have +4 guarded/ +2 full armour values. |
| Durability | 10 |
| 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. |
|---|---|
| Weapon | Obsidius weapons have gain +5 might and +3 damage. |
| Armor | Obsidius Shields/Armors have +5 guarded/ +2 full armour values. |
| Durability | 12 |
| 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. |
|---|---|
| Weapon | Mithril weapons have gain +7 might and +4 damage. |
| Armor | Mithril Shields/Armors have have +7 guarded/ +3 full armour values. |
| Durability | 15 - 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. Stories say that eldrium metals are unable to be battered into elegant weaponry even by the greatest living smiths as it seems to have a mind of its own and always ends up jagged or spiked. |
|---|---|
| Weapon | Eldrium weapons have gain +8 might and +5 damage. |
| Armor | Eldrium shields/armors have have +8 guarded/ +4 full armour values. |
| Durability | 20 - Reduce weight by half. |
| Cost | Item Cost x 1,000,000 - 4 Cp shortsword is 4 Ap |
| Anyar | Anyar is a mythical glowing and shimmering silvery-gold metal. It is so rare to find, that often the metal isn't found, it is simply part of an already formed weapon or armor of legend. |
|---|---|
| Weapon | Anyar weapons have gain +8 might and +5 damage and +1 attack values against targets of evil alignments. |
| Armor | Anyar shields/armors have +8 guarded/ +4 full armour values, with an additional +1 guarded armour value against creatures of evil alignment. |
| Durability | 20 - Armors have -4 to Armor Penalties. Reduce weight by half. |
| Cost | Item Cost x 2,000,000 - 4 Cp shortsword is 8 Ap |
| Moonsilver | Moonsilver is magical in nature, being formed over a 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, gaining near sentience. If wielded by a non-sei'yuulei or is not given as a gift by a sei'yuulei, the wielder takes 5 lethal spirit/fire damage each round. |
|---|---|
| Weapon | Moonsilver weapons have gain +9 might and +5 damage if wielded by sei'yuulei or given by sei'yuulei. Otherwise it is equivalent to Mithril. |
| Armor | Moonsilver shields have +9 guarded armour values if wielded by sei'yuulei or given by sei'yuulei. Otherwise it is equivalent to Mithril. - Moonsilver cannot be formed into armors. Reduce weapon and shield weight by half |
| Durability | 20 |
| Cost | Item Cost x 10,000,000 - 4 Cp shortsword is 40 Ap |
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 half and the Armour Penalty is reduced by 1 to 3.
ADVENTURING GEAR
ADVENTURING GEAR
| Item | Size | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|
| Animal Trap | Standard | 6 lbs | 5 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. |
| Backpack | Large | 1 lbs | 3 cp | Backpacks are used to carry a larger amount of things. Double the user's carrying capacity for standard and smaller items. |
| Balm | Small | 0.5 lbs | 8 cp | Balms are special mixtures of herbs in an oinment form that is especially good at curing wounds. Using a balm grants +5 to the user's next heal check. |
| Bandage (5) | Small | 0.1 lbs | 1 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. |
| Bedroll | Large | 1 lbs | 3 cp | A comfortable, rolled up sack used to sleep out in the wilderness. It keeps the user warm throughout the night. |
| Blanket | Standard | 0.5 lbs | 1 cp | A simple sheet to cover the user during cold nights. |
| Candle Lamp | Standard | 5 lbs | 5 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 Rod | Standard | 2 lbs | 3 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 Steel | Small | 0.1 lbs | 2 cp | A small kit of steel and an easily chipped rock that allows the user to creates sparks. |
| Food Ration (1 day) | Small | 1 lbs | 2 cp | A small pouch's worth of dried non-perishable food. Often salted meat, nuts and long-lasting berries. Removes 3 hunger counters. |
| Net | Large | 2 lbs | 2 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. |
| Poultice | Small | 0.3 lbs | 3 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.) | Standard | 4 lbs | 2 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 Key | Tiny | 1 lbs | 15 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) | Tiny | 0.1 lbs | 1 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 |
| Torch | Standard | 3 lbs | 1 cp | Simple wooden handled sticks with cloth wrapped around the top that light up to a 60 foot area around the user. |
| Whistle | Tiny | 0.1 lbs | 2 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 |
BOOKS AND WRITING SUPPLIES
| Item | Size | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|
| Blank Journal | Small | 1 lbs | 3 cp | A small stack of papers bound in leather or wooden encasings. Has 30 pages. |
| Blank Tome (Large) | Standard | 4 lbs | 6 cp | A larger book that can be used to record information. Has 90 pages. |
| Carcoal Pencil | Tiny | 0.1 lbs | 1 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) | Tiny | 0.1 lbs | 1 cp | A small stick of condensed white rock that can be used to write. It lasts for 4 pages. |
| Ink Jar | Small | 1 lbs | 2 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. |
| Quill | Tiny | - | 1 cp | A small stick with a nib or a hollowed feather that allows the user to write with ink |
CLOTHING
| Item | Size | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|
| Barbaric Clothing | Standard | 0.5 lbs | 4 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 Clothing | Standard | 1 lbs | 4 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 Clothing | Standard | 0.5 lbs | 5 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 Clothing | Standard | 0.5 lbs | 1 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 a Beauty score of 7 or higher, they add an addtional +1 to charm skills against those who would find them attractive. |
| Dancer's Clothing | Standard | 0.5 lbs | 15 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 a Beauty score of 7 or higher, they add an addtional +1 to charm skills against those who would find them attractive. |
| Entertainer's Clothing | Standard | 0.5 lbs | 10 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 Clothing | Standard | 0.5 lbs | 15 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 Clothing | Standard | 0.5 lbs | 1 cp | Basically rags. Enough to keep warm, but not to look presentable. Often worn by slaves or the poor |
| Royal Clothing | Standard | 2 lbs | 1 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 Clothing | Standard | 0.5 lbs | 10cp - 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 Clothing | Standard | 0.5 lbs | 15 cp | Those who are considered rich among the non royals sometimes wish to look more than presentable, gaining slight envy from those less fortunate. |
CAPES
| Item | Size | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|
| Fancy Cape | Standard | 0.1 lbs | 7 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 Cloak | Standard | 0.1 lbs | 5 cp | A rogue's cloak is useful at keeping hidden. Cloaks give an additional +1 to the Hide skill value. |
| Travel Cape | Standard | 0.1 lbs | 2 cp | Used by outdoorsmen as cover against the weathers, capes keep a wearer warm on long journeys. |
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 size, unless worn. All pieces are Standard size, unless worn.
- Armour Pieces Defense : The additional Armour pieces' combined armour values cannot exceed the chest armour, no matter the metal quality.
ARMOURS
| Armour | Full Armour | Guarded Armour | Armour Penalty | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|
| Partial | 2 | 3 | 0 | 6 lbs | 6 cp | Parts of an armour, mostly to protect areas of importance such as the chest, shoulder and hips but leaving much vulnerable. It can be worn with clothes and other armours giving +0 full/ +1 guarded if the value of the other armour is greater. Only one armour can use this rule. |
| Leather | 6 | 6 | 0 | 6 lbs | 6 cp | A standard leather armor that mostly protects against animal bites for hunters. No metal components. |
| Padded Leather | 6 | 7 | -1 | 9 lbs | 12 cp | A higher quality leather armour that provides its wearer better protection at the cost of being heavier. No metal components. |
| Studded Leather | 7 | 8 | -2 | 12 lbs | 20 cp | A sturdy leather with padded metal to further protection its wearer from incoming strikes. |
| Chain Shirt | 7 | 8 | -2 | 15 lbs | 30 cp | A simple shirt of chain links that protects the upper body rather well. It can be worn with clothes and other armours giving +1 full/ +1 guarded if the value of the other armour is greater. Only one armour can use this rule. This armour disables bonuses from dancer/courtesan clothes. |
| Chainmail | 8 | 9 | -3 | 20 lbs | 50 cp | Linked metal like that of a chain shirt, but covering the whole body. It can be worn with clothes and other armours giving +2 full/ +2 guarded if the value of the other armour is greater. Only one armour can use this rule. This armour disables bonuses from dancer/courtesan clothes. |
| Breastplate | 9 | 10 | -4 | 25 lbs | 40 cp | A plated armor that protects the upper body. |
| Scalemail | 10 | 11 | -5 | 25 lbs | 60 cp | Scaled metal pieces layered upon each other that provides incredible It can be worn under other armours giving +3 full/ +3 guarded if the value of the other armour is greater. Only one armour can use this rule. This armour disables bonuses from dancer/courtesan clothes. |
| Banded Mail | 11 | 12 | -6 | 35 lbs | 1 gp | Banded plates of metal that when worn together creates a carapace of metal |
| Full Plate | 12 | 13 | -7 | 45 lbs | 3 gp | An adorned and mighty armour that is often worn by knights, fully encasing and protecting the user at the cost of maneuverability. |
ADDITIONAL ARMOUR PIECES
Any additional or segmented armours are simply put into lesser categories of light and heavy. Light is often tanned leather or layered heavy cloth and heavy would be of metal components.
HELMS
| Armour | Full Armour | Guarded Armour | Armour Penalty | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|
| Light Helm | 0 | 1 | 0 | 2 lbs | 2 cp | A helm of studded or stitched leather that protects the wearer against strikes coming at their skull or neck. |
| Heavy Helm | 1 | 1 | -1 | 3 lbs | 5 cp | A crafted or battered metal which grants the fighter great protection against any strike to the skull. |
GLOVES
| Gloves | 0 | 0 | 0 | 0.5 lbs | 2 cp | Comfortable and light, these leather or cloth made gloves protect the user's hands from lesser environmental dangers. Gloves may be destroyed to save the user from 1 save roll from picking up a dangerous object. |
| Gauntlets | 0 | 1 | -1 | 2 lbs | 3 cp | 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. |
LEGGINGS
| Frontal Plating | 0 | 1 | 0 | 2 lbs | 2 cp | Simple strapped metal or leather plates upon the thighs of the wearer, giving good defense against any frontal incoming blows. |
| Full Plate Leggings | 1 | 2 | -2 | 8 lbs | 3 cp | These full metallic plates grant the wearer great protection at the cost of flexibility of movement. |
BOOTS
| Boots | 0 | 0 | 0 | 0.5 lbs | 2 cp | Comfortable and light, these leather made boots protect the user's feet from lesser environmental dangers. Boots may be destroyed to save the user from 1 save roll from standing in a dangerous environment. |
| Greaves | 0 | 1 | -1 | 3 lbs | 3 cp | These heavier boots are made of metallic bands layered together that still allow the foot to bend, all while protecting it. |
SHIELDS
Shield guarded armour values are only added when the character parry/blocks an attack.
| Buckler | - | 4 | 0 | 5 lbs | 3 cp | A small shield attached to the forearm. Useful in a pinch. Can be used to grant +1 to Dodge, although the wearer can no longer be critically failed or failed against, effectively increasing the chance to parry/block attacks. |
| Shield, Light | - | 6 | -1 | 8 lbs | 6 cp | A basic rounded shield that is strapped to the forearm. Can be used to grant +2 to Dodge, although the wearer can no longer be critically failed or failed against, effectively increasing the chance to parry/block attacks. |
| Shield, Heavy | - | 8 | -2 | 14 lbs | 10 cp | A larger shield used to protect the upper and mid body. Usually pointed like a kite. Can be used to grant +3 to Dodge, although the wearer can no longer be critically failed or failed against, effectively increasing the chance to parry/block attacks. |
| Shield, Tower | - | 10 | -4 | 25 lbs | 20 cp | A massive shield that allows the user to hide behind it. Can be used to grant +5 to Dodge, although the wearer can no longer be critically failed or failed against, effectively increasing the chance to parry/block attacks. |
OFFENSIVE GEAR
Weapon Type : Weapons are split into three weapon types :
-- Crushing(C) : Smashing weapons such as hammers, good at striking large surfaces.
-- Piercing(P) : Weapons with a fine end, able to pierce their target.
-- Slashing(S) : Weapons with a bladed edge, allowing for elegant movements.
BLADES
Blades deal high wounding damage although have lower might, being highly effective against non-armoured targets.
BLADES - ONE-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Dagger/Kunai | 0 | +7 | 3 | P,S | - | 1 lbs | 2 cp | Small blades that are still quite deadly. Characters are able to conceal daggers beneath cloaks or clothing. Throwable. |
| Short Sword | 0 | +8 | 5 | P,S | - | 4 lbs | 4 cp | A short blade which handles with ease, worthy to slice through any foe. |
| Hand Axe | 0 | +8 | 5 | S | - | 3 lbs | 4 cp | Short axes with a balanced head. Throwable (becomes crushing damage with -1 attack). |
| Rapier | +1 | +8 | 5 | P | - | 2 lbs | 6 cp | A thin long rounded blade, it handles extremly well and is very light, although cannot slash properly and leaves less extensive wounds. |
| Long Sword Scimitar Katana | 0 | +9 | 5 | P,S | - | 5 lbs | 6 cp | A longer and sturdier blade, its use is less common than the short sword. |
| Bladed Axe | 0 | +9 | 5 | S,C | - | 6 lbs | 2 cp | A simple curved metal end which can equally slice and crush. |
BLADES - TWO-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Greatsword | -1 | +10 | 8 | P,S | - | 18 lbs | 12 cp | A large and long blade that is quite deadly and intimidating. |
| Butterfly Axe | -1 | +11 | 7 | S/C | - | 15 lbs | 12 cp | A massive twin bladed axe that is frightening to see in action. |
| Sunderer | -2 | +12 | 8 | C | - | 31 lbs | 7 cp | This massive blade has no hilt to defend its user and the blade is much wider and heftier than usual greatswords and is able to easily pass through armours. |
| Scythe | -1 | +9 | 8 | S | - | 12 lbs | 3 cp | The scythe's pointed and arced tip is viewed as the weapon of farmers, especially due to its low cost and ease of finding, but it is no doubt deadly. |
| Glaive | -1 | +10 | 7 | P,S | +1 Tile | 14 lbs | 20 cp | An exotic bladed spear, the glaive's long handle can be used defensively. The user still takes melee attack penalties, but doesn't take attacks of opportunities. |
HAMMERS
Hammers deal a moderate amount of damage, but have high might values and easily bypass armour values.
HAMMERS - ONE-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Wooden Club | 0 | +7 | 3 | C | - | 2 lbs | 1 cp | Simple, yet effective. Has no metallic components. |
| Hammer/Mace, Light | 0 | +10 | 3 | C | - | 6 lbs | 4 cp | A fully shaped top of metal at the end of a medium length handle. |
| Morningstar | 0 | +11 | 4 | C,P | - | 5 lbs | 5 cp | Similar to a mace, it adds spikes to the rounded metal ball at the cost of heft. |
| Flail, One-handed | -1 | +12 | 5 | C | - | 8 lbs | 7 cp | The flail has its mace like head attached a chain. |
HAMMERS - TWO-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Quarterstaff | 0 | +9 | 6 | C | - | 3 lbs | 1 cp | This carved branch gives the character something to lean on while walking and is usually mistakenly not viewed as a dangerous weapon. |
| Hammer.Mace, Heavy | -1 | +13 | 6 | C | - | 24 lbs | 10 cp | A large hammer that is great at crushing armour, but heavy to swing. |
| Flail, Two-handed | -2 | +14 | 7 | C | - | 24 lbs | 7 cp | This massive flail has its mace like head attached to a heavy chain. |
SPEARS
Spears have long reaches, and pierce armour and flesh well enough.
SPEARS - ONE-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Shortspear/Javelin | 0 | +8 | 4 | P | +1 Tile | 4 lbs | 3 cp | A simple long shaft with a pointed end. Throwable. |
SPEARS - TWO-HANDED
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Longspear | 0 | +9 | 5 | P | +2 Tiles | 5 lbs | 6 cp | A longer spear than the shortspear which requires both hands to use, though very similar in use. |
RANGED WEAPONRY
Weaponry that allows its user to strike from a great distance
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Sling | 0 | +5 | 2 | C | 2 + Str Tiles | - | 1 cp | A long cloth with a pad in the middle that can be used to throw rocks with considerable momentum. . |
| Short Bow | 0 | +7 | 4 | P | 8 + Str Tiles | 2 lbs | 3 cp | A curved staff with string commonly seen used in hunting. Bows must be prepared ahead of combat or take 2 standard actions to string. |
| Long Bow | -1 | +9 | 5 | P | 16 + Str Tiles | 5 lbs | 6 cp | The longbow has a greater strain on the user's arm, but allows for more powerful arrows. Longbows gain +1 damage and increase the attack value to 0 if the user's strength score is 7 or more. Bows must be prepared ahead of combat or take 2 standard actions to string. |
| Crossbow, Light | +1 | 15 | 4 | P | 15 Tiles | 12 lbs | 1 gp | 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. The crossbow's damage doesn't benefit from the user's strength. The crossbow must be reloaded after use, taking 2 standard actions. |
| Crossbow, Heavy | +1 | 17 | 5 | P | 25 Tiles | 25 lbs | 2 gp | Crossbows are easy to use ranged mechanical weaponry, but don't require nor benefit from their user's abilities. The crossbow's damage doesn't benefit from the user's strength. The crossbow must be reloaded after its use, taking 2 standard actions. |
RANGED AMMUNITION
| Weapon | Attack Value | Might | Damage Value | Weapon Type(s) |
Range | Weight | Cost | Description + Additional Rules |
|---|---|---|---|---|---|---|---|---|
| Arrow (10) | - | - | - | P | - | 0.2 lbs | 1 cp | Simple fletched arrows. Arrow tips can be increased with metal quality as well, increasing the bow's damage accordingly. |
| Bolt (5) | - | - | - | P | - | 0.2 lbs | 1 cp | Simple tipped bolts. Bolts can be increased with metal quality as well, increasing the crossbow's damage accordingly. |


