AVORKARTH

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).

  • 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 in somewhat common use 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 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.

    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.
    WeaponBronze weapons gain +0 might.
    ArmorBronze 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.
    WeaponIron weapons gain +1 might.
    ArmorIron 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.
    WeaponSteel weapons gain +2 might.
    ArmorSteel 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.
    WeaponDarksteel weapons have gain +3 might and +1 damage.
    ArmorDarksteel 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.
    WeaponTalren weapons have gain +4 might and +2 damage.
    ArmorTalren 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.
    WeaponObsidius weapons have gain +5 might and +3 damage.
    ArmorObsidius 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.
    WeaponMithril weapons have gain +7 might and +4 damage.
    ArmorMithril Shields/Armors have have +7 guarded/ +3 full armour values.
    Durability15 - 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.
    WeaponEldrium weapons have gain +8 might and +5 damage.
    ArmorEldrium shields/armors have have +8 guarded/ +4 full armour values.
    Durability20 - 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.
    WeaponAnyar weapons have gain +8 might and +5 damage and +1 attack values against targets of evil alignments.
    ArmorAnyar shields/armors have +8 guarded/ +4 full armour values, with an additional +1 guarded armour value against creatures of evil alignment.
    Durability20 - 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.
    WeaponMoonsilver weapons have gain +9 might and +5 damage if wielded by sei'yuulei or given by sei'yuulei. Otherwise it is equivalent to Mithril.
    ArmorMoonsilver 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
    Durability20
    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

    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 +5 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.
    BlanketStandard0.5 lbs1 cp A simple sheet to cover the user during cold nights.
    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

    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 lbs4 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 a Beauty score of 7 or higher, they add an addtional +1 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 a Beauty score of 7 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 non royals 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.

    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

    ArmourFull ArmourGuarded ArmourArmour
    Penalty
    WeightCost Description + Additional Rules
    Partial2306 lbs6 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.
    Leather6606 lbs6 cp A standard leather armor that mostly protects against animal bites for hunters. No metal components.
    Padded Leather67-19 lbs12 cp A higher quality leather armour that provides its wearer better protection at the cost of being heavier. No metal components.
    Studded Leather78-212 lbs20 cp A sturdy leather with padded metal to further protection its wearer from incoming strikes.
    Chain Shirt78-215 lbs30 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.
    Chainmail89-320 lbs50 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.
    Breastplate910-425 lbs40 cp A plated armor that protects the upper body.
    Scalemail1011-525 lbs60 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 Mail1112-635 lbs1 gp Banded plates of metal that when worn together creates a carapace of metal
    Full Plate1213-745 lbs3 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

    ArmourFull ArmourGuarded ArmourArmour
    Penalty
    WeightCost Description + Additional Rules
    Light Helm0102 lbs2 cp A helm of studded or stitched leather that protects the wearer against strikes coming at their skull or neck.
    Heavy Helm11-13 lbs5 cp A crafted or battered metal which grants the fighter great protection against any strike to the skull.

    GLOVES

    Gloves0000.5 lbs2 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.
    Gauntlets01-12 lbs3 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 Plating0102 lbs2 cp Simple strapped metal or leather plates upon the thighs of the wearer, giving good defense against any frontal incoming blows.
    Full Plate Leggings12-28 lbs3 cp These full metallic plates grant the wearer great protection at the cost of flexibility of movement.

    BOOTS

    Boots0000.5 lbs2 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.
    Greaves01-13 lbs3 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-405 lbs3 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-6-18 lbs6 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-8-214 lbs10 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-10-425 lbs20 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.

    - Weapon Range : The maximum reach of a weapon. If a weapon has a range, then it cannot be used in direct melee properly. Unless specified, the user takes a -3 on their attack values and weapon might in melee with ranged weapons. - Throwable : If a weapon has the throwable keyword, it may be thrown up to 3 + Strength distance. - 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.

    BLADES

    Blades deal high wounding damage although have lower might, being highly effective against non-armoured targets.

    BLADES - ONE-HANDED

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Dagger/Kunai0+73P,S-1 lbs2 cp Small blades that are still quite deadly. Characters are able to conceal daggers beneath cloaks or clothing. Throwable.
    Short Sword0+85P,S-4 lbs4 cp A short blade which handles with ease, worthy to slice through any foe.
    Hand Axe0+85S-3 lbs4 cp Short axes with a balanced head. Throwable (becomes crushing damage with -1 attack).
    Rapier+1+85P-2 lbs6 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+95P,S-5 lbs6 cp A longer and sturdier blade, its use is less common than the short sword.
    Bladed Axe0+95S,C-6 lbs2 cp A simple curved metal end which can equally slice and crush.

    BLADES - TWO-HANDED

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Greatsword-1+108P,S-18 lbs12 cp A large and long blade that is quite deadly and intimidating.
    Butterfly Axe-1+117S/C-15 lbs12 cp A massive twin bladed axe that is frightening to see in action.
    Sunderer-2+128C-31 lbs7 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+98S-12 lbs3 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+107P,S+1 Tile14 lbs20 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

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Wooden Club0+73C-2 lbs1 cp Simple, yet effective. Has no metallic components.
    Hammer/Mace, Light0+103C-6 lbs4 cp A fully shaped top of metal at the end of a medium length handle.
    Morningstar0+114C,P-5 lbs5 cp Similar to a mace, it adds spikes to the rounded metal ball at the cost of heft.
    Flail, One-handed-1+125C-8 lbs7 cp The flail has its mace like head attached a chain.

    HAMMERS - TWO-HANDED

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Quarterstaff0+96C-3 lbs1 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+136C-24 lbs10 cp A large hammer that is great at crushing armour, but heavy to swing.
    Flail, Two-handed-2+147C-24 lbs7 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

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Shortspear/Javelin0+84P+1 Tile4 lbs3 cp A simple long shaft with a pointed end. Throwable.

    SPEARS - TWO-HANDED

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Longspear0+95P+2 Tiles5 lbs6 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

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Sling0+52C2 + Str Tiles-1 cp A long cloth with a pad in the middle that can be used to throw rocks with considerable momentum. .
    Short Bow0+74P8 + Str Tiles2 lbs3 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+95P16 + Str Tiles5 lbs6 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+1154P15 Tiles12 lbs1 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+1175P25 Tiles25 lbs2 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

    WeaponAttack
    Value
    MightDamage
    Value
    Weapon
    Type(s)
    RangeWeightCostDescription + Additional Rules
    Arrow (10)---P-0.2 lbs1 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 lbs1 cp Simple tipped bolts. Bolts can be increased with metal quality as well, increasing the crossbow's damage accordingly.