Equipment

This section is designated as Open Content.

Currency

5 lead bits = 1 copper penny

10 copper pennies = 1 silver piece

20 silver pieces = 1 gold ducat

Close Combat Weapons

Each close combat weapon is characterised by the following qualities:

Skill: The skill used to wield the weapon.

Damage Dice: The damage the weapon deals on a successful attack.

 

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a -5% penalty is applied to a character's skill when attacking and parrying with this weapon.

ENC: The weight and bulk of the weapon.

AP/HP: The armour points and hit points possessed by the weapon. When hit points reach 0, the weapon is broken and useless.

Cost: The cost in silver pieces to purchase this weapon.

Close Combat Weapons

Weapon

Skill

Damage Dice

STR/DEX

ENC

AP/HP

Cost

Ball & chain

1H Flail

1D6+1

9/11

2

4/8

250 SP

Bastard sword

1H Sword

1D8

13/9

2

4/12

250 SP

2H Sword

1D8+1

9/9

Battleaxe

1H Axe

1D6+1

11/9

1

3/8

100 SP

2H Axe

1D6+2

9/9

Bill

Polearm2

1D6+1

7/9

2

2/8

50 SP

Buckler

Shield

1D4

-- /5

1

5/8

50 SP

Club

1H Hammer

1D6

7/

1

2/4

5 SP

Dagger

Dagger4

1D4+1

-- / --

--

4/6

30 SP

Glaive

Polearm2

1D8+1

7/9

3

2/10

100 SP

Great axe

2H Axe

2D6+2

13/9

2

3/10

125 SP

Great hammer

2H Hammer

1D10+3

11/9

3

3/10

250 SP

Great sword

2H Sword

2D8

13/11

4

4/12

300 SP

Halberd

2H Axe

1D8+2

13/7

4

3/10

250 SP

Polearm2

1D8+1

9/9

Spear1, 2

1D8

7/7

Hatchet

1H Axe4

1D6

-- /9

1

3/6

25 SP

Heavy mace

1H Hammer

1D8

11/7

3

3/10

200 SP

2H Hammer

1D8+1

9/7

Improvised

Unarmed

1D6-1

-- / --

--

-- / --

--

Kite shield

Shield3

1D6

13/ --

3

10/18

300 SP

Knife

Dagger

1D3

-- / --

--

4/4

10 SP

Lance

Spear1, 2

1D10+2

9/9

3

2/10

150 SP

Light mace

1H Hammer

1D6

7/7

1

3/6

100 SP

Longspear

Spear1, 2

1D10

5/5

2

2/10

30 SP

Military flail

2H Flail

1D10+2

13/11

3

3/10

250 SP

Military pick

1H Hammer

1D6+1

11/5

3

3/10

180 SP

Natural weaponry

--

As noted

-- / --

--

--

--

Quarterstaff

Staff

1D8

7/7

2

3/8

20 SP

Rapier

Rapier1

1D8

7/13

1

3/8

100 SP

Scimitar

1H Sword

1D6+1

7/11

2

4/10

200 SP

Shortspear

Spear1, 2, 4

1D8

5/5

2

2/5

20 SP

Shortsword

1H Sword1

1D6

5/7

1

3/8

100 SP

Target shield

Shield3

1D6

9/ --

2

8/12

150 SP

Unarmed

Unarmed

1D3

-- / --

--

-- / --

--

War maul

2H Hammer

2D6

13/7

3

3/12

150 SP

War hammer

1H Hammer

1D8+1

11/9

2

3/8

150 SP

War sword

1H Sword

1D8

9/7

2

4/10

175 SP

1 This weapon will impale an opponent upon a critical hit.

2 This weapon may be set against a charge.

3 This weapon may parry ranged weapons.

4 This weapon suffers no penalty when thrown.

Throwing Close Combat Weapons

If thrown, a close combat weapon has a range of 8m and suffers a penalty to the attack equal to its ENC x 10. Either the usual Weapon skill or the Throwing skill may be used.

Setting Weapons against Charges

Setting a weapon against a charge occurs at the same time the character decides to delay in combat. In this case, the circumstance the character is waiting for is for someone in front of him to charge his position.

As long as the charge occurs, the character gains a +20% bonus to the opposed skill test to determine who strikes first.

Ball & Chain: This weapon imposes a -10% penalty on an opponent's parry roll. However, the wielder also suffers a -10% penalty to parry with this weapon.

Bastard Sword: May be used with either one hand or two.

Battleaxe: The battleaxe may be used with one or two hands.

Bill: A mounted defender does not get the standard +20% parry bonus against a bill.

Buckler: Shields suffer a -10% penalty when used to attack.

Great Axe: The wielder suffers a -10% penalty to parry with this weapon.

Great Hammer: The wielder suffers a -10% penalty to parry with this weapon. Great hammers may be used on inanimate objects without being destroyed.

Halberd: The halberd can be used with either the Spear skill or with the Polearm skill or with the 2H Axe skill.

 

Improvised: Improvised weapons usually use the Unarmed skill, though in certain cases the 1H Hammer or Staff skills are more appropriate. All attempts to attack or parry with an improvised weapon suffer a -10% to -30% penalty (at the Games Master's discretion).

Kite Shield: Kite shields can parry ranged weapons. Shields suffer a -10% penalty when used to attack.

Lance: When used by a charging, mounted character, the wielder may add his mount's Damage Modifier as well as his own to the damage.

Military Flail: Notoriously difficult to parry, this weapon imposes a -10% penalty on an opponent's parry roll. However, the wielder also suffers a -10% penalty to parry with this weapon.

Military Pick: Military picks may be used on inanimate objects without being destroyed.

Quarterstaff: The wielder gains a +10% bonus to parry with this weapon.

Target Shield: Shields suffer a -10% penalty when used to attack.

War Maul: War mauls may be used on inanimate objects without being destroyed.

Ranged Weapons

Each ranged weapon is characterised by the following qualities:

Skill: The skill used to fire or throw the weapon. sed.

Damage Dice: The damage the weapon deals on a successful attack.

Range: This is the effective range of the weapon. The maximum range a weapon can be fired or thrown is twice this score.

Load: This shows how many Combat Actions are required to load or reload the weapon.

 

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a -5% penalty is applied to a character's skill when attacking with this weapon.

ENC: The weight and bulk of the weapon.

AP/HP: The armour points and hit points possessed by the weapon. When hit points reach 0, the weapon is broken and useless.

Cost: The cost in silver pieces to purchase this weapon.

Ranged Weapons

Weapon

Skill

Damage

Range

Load

STR/DEX

ENC

AP/HP

Cost

Atlatl1

Spear or Throwing

+2

+10m

2

5/11

1

2/4

20 SP

Blowgun

Blowgun

1D2

15m

1

-- /9

--

1/4

30 SP

Dagger2

Dagger or Throwing

1D6

10m

--

-- /9

--

4/6

30 SP

Dart1

Throwing

1D4

20m

--

-- /9

--

1/1

10 SP

Hatchet2

1H Axe or Throwing

1D8

10m

--

7/11

1

3/6

25 SP

Heavy crossbow1

Crossbow

2D8

150m

3

7/9

2

2/8

350 SP

Javelin1

Spear or Throwing

1D6

40m

--

5/9

1

1/8

20 SP

Light crossbow1

Crossbow

2D6

100m

2

5/9

1

2/5

150 SP

Long bow1

Bow

2D8

175m

1

13/11

1

2/7

200 SP

Nomad bow1

Bow

1D10

120m

1

11/11

1

2/5

150 SP

Rock/improvised

Throwing

1D4

10m

--

5/9

1

3/5

--

Short bow1

Bow

1D8

60m

1

9/11

1

2/4

75 SP

Shortspear1, 2

Spear or Throwing

1D8

25m

--

5/9

2

2/5

20 SP

Sling

Sling

1D6

50m

1

-- /11

--

1/2

5 SP

Staff sling

Sling

1D8

60m

2

-- /11

2

2/6

20 SP

Throwing star

Throwing

1D4

15m

--

-- /13

--

4/1

15 SP

1 This weapon will impale an opponent upon a critical hit.

2 This weapon suffers no penalty when used in close combat.

Ranged Weapon Ammunition

Ammunition

AP/HP

ENC

Cost

Arrows (10)

1/1

--

1 SP

Blowgun darts (10)

1/1

--

2 SP

Crossbow bolts (10)

1/1

--

2 SP

Sling bullets (10)

1/1

--

5 CP

Using Ranged Weapons in Close Combat

If used in close combat, a ranged weapon is treated as an improvised weapon. Usually, the 1H Hammer skill or the Throwing skill may be used.

Atatl: Only javelins may get the benefit from an atlatl.

Blowgun: A character's Damage Modifier is never applied when using a blowgun.

Heavy Crossbow: A character's Damage Modifier is never applied when using a heavy crossbow.

Light Crossbow: A character's Damage Modifier is never applied when using a light crossbow.

Long Bow: A long bow cannot be used from horseback.

Armour

Each piece of armour is characterised by the following qualities:

AP: How many armour points are given to each location covered by this armour. If a character is wearing multiple pieces of armour on a location, only the highest armour point score is used.

ENC: The weight and bulk of the armour.

Locations: Which hit locations this type of armour covers.

Skill Penalty: Add together the AP of all the armour the character is wearing - this is the character's Skill Penalty. If a character is wearing multiple pieces of armour on a location, only add the highest armour point score.

The Skill Penalty applies to tests with most skills that use the DEX Characteristic to calculate their base scores, plus some other skills. Skills included in this list are: Acrobatics, Athletics, Craft, Dance, Dodge, Martial Arts, Mechanisms, Riding, Runecasting, Stealth, Throwing and all Weapon skills.

Cost: The cost in silver pieces to purchase this armour.

Armour

Armour

AP

ENC

Locations

Cost

Total Skill Penalty

Chainmail coif

5

1

Head

500 SP

-5%

Chainmail shirt

5

4

Abdomen, Arms, Chest

1,250 SP

-20%

Chainmail skirt

5

2

Legs

800 SP

-10%

Chainmail trews

5

3

Legs

1,000 SP

-10%

Full helm

6

1

Head

1,000 SP

-6%

Heavy leather hauberk

2

1

Abdomen, Chest

350 SP

-4%

Heavy leather cap

2

1

Head

75 SP

-2%

Helmet

5

1

Head

300 SP

-4%

Leather hauberk

2

1

Abdomen, Chest

150 SP

-4%

Leather shirt

1

1

Abdomen, Arms, Chest

150 SP

-4%

Leather trews

1

1

Legs

100 SP

-2%

Plate (breast and back)

6

4

Abdomen, Chest

4,500 SP

-12%

Plate leggings

6

4

Legs

3,000 SP

-12%

Plate (suit)

6

12

All

9,000 SP

-42%

Plate vambraces

6

3

Arms

2,000 SP

-12%

Ringmail shirt

3

2

Abdomen, Arms, Chest

750 SP

-12%

Ringmail skirt

3

2

Legs

600 SP

-6%

Scalemail shirt

4

3

Abdomen, Arms, Chest

900 SP

-16%

Scalemail skirt

4

3

Legs

800 SP

-8%

Effects of SIZ on Armour

Armour made for a character of SIZ 1 to 5 will have its cost and ENC halved from that shown on the Armour table. Characters of SIZ 21 or higher will double the cost and ENC for armour made for them.

Plate Armour: Characters may try using plate armour not designed for them but the ENC and skill penalty will be doubled.

General Items

General Items

Item

ENC

Cost

Backpack

1

5 SP

Bedroll

1

1 SP

Block & tackle

1

15 SP

Bottle, glass

--

2 SP

Candle, 1 hour

--

1 CP

Chain, 2 metres

2

40 SP

Climbing kit

1

25 SP

Codex

1

60 SP

Craft tools

2

75 SP

Crowbar

1

25 SP

First aid kit

--

25 SP

Fish hook

--

2 LB

Fishing kit

1

15 SP

Flint & tinder

--

5 CP

Grappling hook

--

5 SP

Hammer

--

1 SP

Healer's kit

1

150 SP

Ladder, 3m

4

2 SP

Lantern

1

10 SP

Lock picks

--

75 SP

Mining pick

1

35 SP

Musical instrument

2

70 SP

Oil, flask

1

1 SP

Papyrus, sheet

--

5 CP

Pole, 3m

1

1 SP

Quiver

--

2 SP

Rope, 10m

2

10 SP

Sack, large

1

5 CP

Sack, small

--

2 CP

Scythe

2

30 SP

Slingbag

1

5 CP

Spade

1

25 SP

Torch / flaming brand

--

4 CP

Waterskin

1

5 CP

Writing kit

1

45 SP

Backpack: It can hold 20 ENC of equipment.

Block & Tackle: Adds +10% to Mechanisms tests to make or disarm large traps and makes Engineering tests possible in some circumstances. It requires at least 10m of rope to function.

Candle, 1 Hour: A candle illuminates a one metre radius. Any wind stronger than a slight breeze will extinguish a candle.

Climbing Kit: A climbing kit provides a bonus of 20% to any Athletics skill tests made to climb.

Crowbar: Adds +10% to brute force Athletics tests. If used as a weapon, it is considered a club (wielded with a -10% penalty).

First Aid Kit: A first aid kit is good for five uses (whether the skill test succeeds or fails).

Fish Hook: This item allows a character to use his Survival skill to catch a fish without suffering a penalty on the test.

Fishing Kit: The fishing kit grants a character a +20% bonus to his Survival test to catch fish.

Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Survival skill.

Grappling Hook: It will support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Hammer: If used as a weapon, it is treated as a club (wielded with a -10% penalty). Hammers may be used on inanimate objects without being destroyed.

Lantern: A lantern provides clear illumination out to a three metre radius. It will burn for two hours on a flask of oil.

Mining Pick: If used as a weapon, it is considered a club (wielded with a -10% penalty). Mining picks may be used on inanimate objects without being destroyed.

Oil, Flask: A flask of oil is enough to fuel a lantern for two hours, or, if broken on the ground and ignited, enough to sustain a small fire for one minute.

Quiver: Quivers can hold up to 30 arrows or crossbow bolts.

Rope, 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Sack, Large: Able to hold 10 ENC of equipment.

Sack, Small: A small sack can hold 5 ENC of equipment.

Scythe: If used as a weapon, it is considered a bill (wielded with a -10% penalty).

Slingbag: It can carry 15 ENC of equipment.

Spade: If used as a weapon, it is considered a club (wielded with a -10% penalty).

Torch, 1 Hour: It will burn for one hour. A torch illuminates a three metre radius. If used as a weapon, it is considered a club (wielded with a -10% penalty), except that it does not inflict normal damage - instead, it inflicts 1D4 fire damage and a fumble or critical hit will also extinguish the brand.

Waterskin: A waterskin can hold enough water to sustain an adventurer for two days.

Animals, Transportation & Slaves

Animals, Transportation & Slaves

Animal

Cost

Bison

200 SP

Bull

250 SP

Cart

75 SP

Cat

2 SP

Chariot

600 SP

Cow

150 SP

Dog, domestic

2 SP

Dog, hunting

25 SP

Fowl

1 SP

Goat

50 SP

Hawk

400 SP

Horse, draft

400 SP

Horse, riding

350 SP

Horse, combat trained

500 SP

Mule

125 SP

Ox

200 SP

Pig

50 SP

Rhino

3,000 SP

Saddle & bridle

75 SP

Sheep

30 SP

Slave, adult

1,000 SP

Slave, child

200 SP

Slave, educated

5,000 SP

Slave, skilled

2,500 SP

Slave, youth

400 SP

Travel (by coach)

15 SP per kilometre

Travel (by post-horse)

20 SP per kilometre

Travel (by ship)

10 SP per kilometre

Travel (by wagon)

5 SP per kilometre

Wagon

300 SP

Zebra

300 SP

Food & Lodging

Food & Lodging

Item

Cost

Lodging, poor

2 CP

Lodging, average

1 SP

Lodging, superior

5 SP

Food & drink, poor, 1 day

1 CP

Food & drink, average, 1 day

5 CP

Food & drink, superior, 1 day

2 SP

Trail rations, 1 day

5 CP

Magic Items

Crystals

Crystal of the Dead: These crystals can be used to store a set number of Magic Points (to determine how many MPs a particular Crystal of the Dead can hold, roll 2D6+3). To store Magic Points within the crystal, a character simply needs to touch it for one Combat Round and expend the desired Magic Points. A Crystal of the Dead may not be filled beyond its original capacity. Stored Magic Points can be drawn upon by anyone touching the crystal to cast or overcharge spells, or to help with magical defence against spells.

Power Enhancer: Each of these crystals has a set POW score (to determine the POW score of a particular Power Enhancer, roll 1D3). A held Power Enhancer increases the Magnitude of spells with the Progressive trait by their POW score. For instance, a Strength 1 spell cast through a Power Enhancer with POW 2 would become a Strength 3 spell. Power Enhancers cannot offer partial boosts (a Power Enhancer with POW 3 always boost Magnitude by three, never one or two).

Spell Enhancer: Each of these crystals has a set POW score (to determine the POW score of a particular Spell Enhancer, roll 1D4). Every spell cast through such a crystal is considered to be overcharged by a number of Magic Points equal to its POW score. Spell Enhancers cannot offer partial boosts (a Spell Enhancer with POW 2 always overcharges spells by two, never one).

Crystals

Item

Cost

Crystal of the Dead

100 GD x MP maximum

Power Enhancer

200 GD per POW point

Spell Enhancer

150 GD per POW point

Potions

Antidote: It will attempt to negate the most powerful ailment first (the one with the highest Potency). The sufferer immediately makes an opposed Resilience test (with a +40% bonus) against the ailment's Potency. In the case of diseases, a failed test will not cause the disease to apply its effects once more. The antidote will continue to cure ailments until the character fails one of the opposed tests (though ailments already cured remain cured).

Healing: These act as a Heal spell of Magnitude 1 to 6.

Magic Replenishment: Each potion will restore 1D6 Magic Points.

Crystals

Item

Cost

Antidote

15 GD

Healing

10 GD per Magnitude

Magic Replenishment

10 GD