Items and Roleplaying

Carrying Items

Figure out where you are going put all the weapons and other items you plan to travel with. You are only limited by what is reasonable for you to carry. Carrying around a couple of halberds would be difficult and quite uncomfortable unless you had a horse, cart, bag of holding, etc. It is ultimately up to the GM to determine what is reasonable for player characters to be able to carry.

Names & Flavor

The following lists of weapons, shields, and armor give a variety of interesting mechanical options. However, this should not limit your ability to role-pay. If you would like your character to use a scimitar, but prefer the stats of a longsword, it is perfectly acceptable to re-flavor the weapon so that your character wields a scimitar which uses the in-game stats of a longsword. It's even possible to change a weapon's stats mid-game, say if a player increases their MPR and want's a different weapon's stats, but their character doesn't want to give up their current weapon. The weapon's stat change could be a reflection of the character's increased skill, or may be shown by a craftsman adjusting or tuning-up the weapon.

Martial Proficiency Level

If your MPL is lower than the MPR for a weapon you are using, you incur penalties when using the weapon. (see Martial Proficiency Level)

Weapon Evasion

You can only use one weapon’s Evasion bonus at a time (meaning if you are wielding two weapons, you cannot gain the Evasion bonus from both). However, this rule does not apply to Light weapons. Thus, if you were wielding a mace and a dagger, you would gain the Evasion bonuses from both.

Heavy weapons ignore the Evasion bonus of Light weapons.

Clarification Note: Shields do not count as weapons so you can gain the Evasion bonus from a shield and any other weapon you are using with it.

Reach

Reach defines how many meters you can reach with a weapon or attack, and thus how much space is between you and your combatant.

Reach values follow this pattern:
Reach0 is for weapons under half a meter or so in length. You can hit targets 1m away (adjacent to you).
Reach1 is for weapons about a meter in length. You can hit targets up two 2m away (1 space in-between you).
Reach2 is for weapons about 2 meters in length. You can hit targets 3 spaces away (2 spaces in-between you).

When a creature moves through your maximum Reach (and you are facing them), you may make a Swift Attack against them (Note that you can only make 1 Swift Attack each Round).

When attacking a target standing closer than the maximum Reach of the weapon you’re attacking with, you have Disadvantage on your Combat roll. (The Versatile weapon property negates this Disadvantage)

Imagery Note: When attacking something at their maximum Reach, a combatant steps forward into the next space to reach them (which is accounted for in the Energy cost of a melee attack). When viewing a melee combat, one can see it is made up of many steps forward and backward to attack and defend.

Weapon Properties

Brutal #: If the weapon’s natural damage roll is # or lower, you re-roll the weapon damage until you get a number over the Brutal # and use that instead. If the Brutal # is as high as any number that the damage die can roll, then the highest possible outcome of the damage die is used. Brutal only applies the weapon’s base damage roll.

Precise #: The weapon’s Critical Hit range is increased by #.

Devastate #: This weapon deals double damage to shields and if a natural 20 is rolled on the Combat roll, the target’s armor is Broken (or Shield if that’s what was being targeted). If there is a # after Devastate, this weapon also has a chance to ignore some of the target’s armor. If the weapon’s natural damage roll is the # or higher, the attack ignores half the AR of the target’s armor (rounding the amount ignored up).

Exposing #: When attacking with this weapon, you Expose yourself on Combat roll and Hit rolls # higher than you otherwise would (or # less than you normally would if there is a minus sign before the #). Note you are always Exposed when you roll a natural 1 on a Combat roll.

Versatile: When you attack something with this weapon which is closer than the maximum Reach of the weapon, you do not have Disadvantage on your Combat roll. If there are parentheses after Versatile, it means the weapon can be used both 1-handed and 2-handed and the die in the parentheses is the damage the weapon deals when wielded 2-handed. When used as a two-handed weapon, all Versatile weapons gain +1 Evasion.

Two-Handed: The weapon requires two hands to wield.

Brace: When you hit a creature with this weapon during a Swift Attack as they cross your maximum Reach, their movement is stopped and they do not get past your maximum Reach. They also lose 1 Energy.

Trip: When you perform the Trip Combat Maneuver with this weapon, you may deal damage on the attack.

Disarm: When you perform the Disarm Combat Maneuver with this weapon, you may deal damage on the attack.

Thrown(#/#/#): This item can be thrown as a ranged attack without dealing half damage and has Accuracy equal to its AV bonus. The 3 numbers in parenthesis are typical ranged values indicating Advantage and Disadvantage on the Hit roll. For example: Thrown(5/10/20) would mean if the target is 5m or closer, you have Advantage on the Hit roll; if the target is over 10m away, you have Disadvantage on your Hit roll; and 20m is the maximum range the weapon can be thrown in which you can hope to be accurate. (see UBS)

Draw Weight: This weapon’s range and damage can be increased based on the Draw Weight table. (see Draw Weight)

Loading: This weapon takes some amount of time to load and it requires ammunition (bolt, arrow, dart, rock, etc.). If the weapon is Two-Handed, you must load it with no shield, weapon, or other item in your hands besides the weapon and its ammunition. If the weapon is one-handed, you may load it while one of your hands holds a Light weapon, Light shield, or a small item which would no more than slightly hinder the loading process. You are Exposed while loading. If Loading requires 3 or more Energy, you are Unguarded while Loading, and cannot Agile Move.

Light: This weapon’s Evasion bonus may be used even if you are wielding another weapon, but does not help you defend against Heavy weapons.

Heavy: Attacks with this weapon ignore the Evasion bonus of Light weapons and Light shields.

Melee Weapons

The following weapons, shields, and armor are of standard or even above average quality. You may come across higher and lower quality items.

Melee Weapon Options
MPR Name Cost Reach Damage AV Evasion Properties
1 Club - 1 1d4 +2 +2 -
1 Light Hammer - 0 1d4 +3 +1 Light, Thrown (4/8/12)
1 Knife - 0 1d4 +2 +2 Light, Precise 1, Thrown (3/6/12)
2 Sickle - 1 1d4 +3 +2 Exposing -1
2 Cutlass - 1 1d6 +2 +3 -
2 Handaxe - 0 1d4 +2 +1 Brutal 2, Light, Thrown (3/6/12)
2 Greatclub - 1 2d6 +2 +4 Two-Handed, Heavy
2 Spear - 2 1d6 +1 +2 Brace, Thrown (4/10/20), Versatile(1d8)
3 Kunai - 0 1d4 +2 +2 Light, Precise 3, Thrown (3/6/12), [Note]
3 Halberd - 2 1d10 +2 +4 Two-Handed, Brace, Heavy
3 Javelin - 2 1d6 +2 +2 Brace, Thrown (5/10/20), [Note]
3 Longsword - 1 1d8 +2 +4 Exposing -1, Versatile(1d10)
3 Battleaxe - 1 1d8 +2 +3 Brutal 1
3 Mace - 1 1d6 +2 +2 Devastate 4, Versatile
3 Cudgel - 1 1d8 +3 +2 Light, Versatile, [Note]
4 Flail - 1 1d6 +1 +2 Devastate 3, Disarm, Exposing 1, Trip
4 Shortsword - 1 1d6 +3 +3 Exposing -2, Light, Versatile
4 Greatsword - 1 2d6 +3 +5 Two-Handed, Heavy, Versatile
4 Warhammer - 1 1d12 +1 +5 Two-Handed, Devastate 4, Exposing 1, Heavy
4 Greataxe - 1 1d10 +2 +5 Two-Handed, Brutal 3, Devastate, Exposing 1, Heavy
4 Quarterstaff - 2 1d6 +3 +6 Two-Handed, Brace, Light, Trip, Versatile
4 Whip - 2 1d4 +4 +1 Disarm, Light, Trip, Versatile
4 Glaive - 2 2d6 +2 +4 Two-Handed, Exposing 1, Heavy
4 Lance - 2 1d6 +2 +2 Two-Handed (1 when mounted), [Note]
5 Bill - 2 1d8 +1 +4 Two-Handed, Brace, Brutal 1, Devastate 8, Heavy
5 Long-Knife - 0 1d4 +3 +2 Light, Precise 3, Thrown(3/6/12)
5 Stiletto - 0 1d4 +2 +2 Light, Devastate 4, Precise 2
5 Throwing Knife - 0 1d4 +2 +2 Light, Precise 3, Thrown(5/10/20), [Note]
5 Rapier - 1 1d8 +4 +3 Exposing -1
5 Scimitar - 1 1d8 +2 +3 Precise 1, Versatile
5 War Pick - 1 1d6 +1 +2 Brutal 2, Devastate 5, Exposing 2
5 Morningstar - 1 1d8 +2 +2 Devastate 6, Heavy
5 Heavy Flail - 2 1d10 +2 +4 Two-Handed, Devastate 4, Exposing 2, Heavy
6 Shuriken - 0 1d4 +4 +1 Light, Precise 1, Thrown(4/8/16), [Note]
6 Kusarigama - 0 & 1 1d12/1d8 +3 +4 Two-Handed, Brutal 1, Disarm, Versatile, [Note]
6 Rope Dart - 4 1d8 +3 +2 Two-Handed, Light, Versatile, [Note]
6 Pike - 3-6 1d10 +2 +3 Two-Handed, Brace, Heavy, Exposing 2
6 Pole-axe - 1 1d6 +2 +4 Brace, Devastate, Disarm, Heavy, Trip, Versatile(1d10), [Note]

Notes:
Kunai: Is well suited to be used as a crowbar or other similar tool.
Javelin: Brutal 3 when thrown.
Cudgel: Deal non-lethal damage at-will.
Lance: Brutal 6 if charging while mounted.
Throwing Knife: +3 AV when thrown.
Shuriken: 1d8 damage when thrown.
Kusarigama: Deals 1d12 damage when used as a Reach0 weapon. Deals 1d8 damage when used as a Reach1 weapon.
Rope Dart: If wearing Heavy armor, you have Disadvantage on your Combat rolls with this weapon. If the only armor you are wearing is Light, and you are not Exposed or Slowed, you have Advantage on your Combat rolls with this weapon.
Pole-axe: When used as a Two-Handed weapon, it becomes a Reach2 weapon.

Ranged Weapons

The following weapons, shields, and armor are of STANDARD QUALITY. If anything they are above average. In your travels, you will come across greater and lesser quality items!

Ranged Weapon Options
MPR Name Cost Damage Accuracy Loading Range Properties
1 Light Crossbow - 1d10 +4 3 5/60/240 Two-Handed, Brutal 1, Draw Weight, Light
2 Dart - 1d4 +6 - Thrown(4/8/16) Light, Precise 1, [Note]
2 Flat-Bow - 1d6 +2 1 5/40/160 2-Handed, Draw Weight, Light
2 Sling - 1d6 +4 1 Thrown(5/20/40) Light
3 Hand Crossbow - 1d6 +6 2 5/30/120 Light, Draw Weight
3 Heavy Crossbow - 2d6 +5 3 8/80/320 Two-Handed, Brutal 1, Draw Weight
3 Blowgun - 1d4 +7 2 5/10/20 Light, [Note]
4 Compound Bow - 1d8 +4 1 8/60/240 Two-Handed, Draw Weight
5 Recurve Bow - 1d6 +6 1 8/80/320 Two-Handed, Brutal 1, Draw Weight, Precise 1
5 Atlatl - 2d6 +8 2 Thrown(5/50/100) Brutal 1
6 Siege Crossbow - 2d10 +6 5 8/100/300 Two-Handed, Brutal 3, Draw Weight, Heavy
6 Longbow - 1d6 +7 1 10/100/400 Two-Handed, Draw Weight, Precise 3

Notes:
Dart: While darts do not need to be loaded, it still takes at least 1 Energy to Equip a dart before throwing it.
Blowgun: May add your Halved Constitution Modifier to Damage. May willingly deal non-lethal damage.

Improvised Weapons

An improvised weapon could be anything: a rock, a stool, a ladder, a fork, etc. Because of the variability of improvised weapons, it is up to the GM to determine their stats as they are used.

GM Note: The GM should consider giving bonuses if the improvised weapon is similar to a weapon the user is proficient in.

Using Shields

Shields are classified as neither weapons or armor.

When wielding a shield, and passing through the Reach of a creature you are facing and they make a Swift Attack against you, you have Advantage on your Evasion roll.

When making a melee attack, you may choose to target an opponent’s shield instead of them. If your attack is higher than their Evasion not including the shield, then you hit the shield and deal damage to its Durability equal to your damage minus the shield’s Hardness. If your shield’s Durability reaches 0, it is considered Broken. (see Broken Armor & Shields)

Those without adequate strength are hindered by the weight and bulk of a shield:

◇ If you have less than 11 Strength, you have –1 Agility when wielding a shield which isn't Light.
◇ If you have less than 13 Strength, you have –1 Energy when wielding a Heavy shield.

Shield Effects

Hardness: Is subtracted from any damage dealt to the item.

Durability: How much damage an item can take before being rendered useless.

Agility Cost: Negatively modifies your maximum Agility while the shield is wielded.

Shields

Shield Options
Name Cost Evasion Hardness Durability Agility Cost Properties
Buckler 40 +3 5 10 - Light
Light Shield 80 +4 8 20 -1 -
Heavy Shield 140 +5 10 30 -2 Heavy

Other Shield Options
Name Cost Evasion Hardness Durability Agility Cost Properties
Elven Buckler 120 +3 5 10 - Exposing -1, Light
Dwarven Buckler 180 +4 5 20 -1 Light
Elven Light Shield 220 +4 8 20 -1 Exposing -1
Dwarven Light Shield 300 +5 10 20 -2 -
Orchish War Shield 440 +5 10 30 -2 Exposing -2, Heavy
Dwarven Heavy Shield 500 +6 15 30 -3 Exposing -1, Heavy

Using Armor

Armor is worn to protect the user from damage, but may also hinder the user's mobility.

If you are wearing any Heavy Armor, your Speed is reduced by 1, and you have Disadvantage on Acrobatics, Arm Strength, and Leg Strength Checks.

Optional Rule: When worn for an extended period of time, armor becomes exceedingly uncomfortable, which is why soldiers often do not travel in heavy armor and certainly don’t sleep in it. For every hour that you wear non-Light armor, your maximum Stamina is reduced by 3. For every hour that you wear Heavy armor, your maximum Stamina is reduced by 5. Your Stamina cannot be reduced to less than 5 in this way.

Those without adequate strength are especially hindered by the weight and bulk of armor:

◇ If you have less than 11 Strength, you have –1 Agility when wearing armor which isn't Light.
◇ If you have less than 13 Strength, you have –1 Energy when wearing Heavy armor.

Armor Properties

Armor Rating (AR): This value is subtracted from damage taken IF the armor is hit (this could mean 0 damage is taken if the AR is higher than the damage dealt).

Armor Coverage (AC): This value is used to determine if Armor is hit. A 1d20 roll (a Combat roll or Hit roll) is compared against the AC and if it is lower than the AC, the Armor is hit and the Armor Rating is subtracted from the damage taken.

Agility Cost: Negatively modifies your maximum Agility while the armor is worn.

Energy Cost: This value negatively modifies the amount of Energy you receive at the beginning of a Round.

Under-Armor: You may wear both a regular set of armor (or Over-Armor set) and an Under-Armor set. If wearing both, the Under-Armor uses the Armor Coverage value of your Over-Armor.

Armor Sets

Armor Set Options
Name Cost AR AC Agility Cost Energy Cost Properties
Gambeson 20 1 (6) - - Light, Under-Armor
Lamellar 80 2 12 -1 - Light
Scale 100 3 8 -1 - Light
Mail 140 2 (6) -1 - Under-Armor
Brigandine 200 4 12 -1 -1 -
Laminar 240 5 16 - -2 +3 Ranged Evasion
Thick Chainmail 200 3 (8) -1 -1 Heavy, Under-Armor
Plated Mail 500 6 14 -2 -1 Heavy
Full Plate 900 7 Complete -3 -2 Heavy, +5 Ranged Evasion

Other Armor Set Options
Name Cost AR AC Evasion Cost Agility Cost Properties
Elven Mail 240 1 (6) - - Light, +3 Ranged Evasion, Under-Armor
Elven Lamellar 160 2 12 - - Light
Dwarven Mail 320 3 (8) - -1 Under-Armor
Elven Scaled 360 4 10 -2 - +3 Ranged Evasion
Dwarven Coat of Plates 420 5 14 -1 -1 -
Orchish Mail 350 4 (10) - -2 Heavy, +3 Ranged Evasion, Under-Armor
Dwarven Segmented Plate 1000 6 16 -1 -2 Heavy, +3 Ranged Evasion
Orchish Plate 1600 7 Complete -1 -2 Heavy, +3 Ranged Evasion
Dwarven Plate 1800 8 Complete -4 -2 Heavy, +7 Ranged Evasion

Broken Armor & Shields

One’s armor or shield can be broken in a variety of ways, but being hit with an attack from a Devastating weapon with a natural 20 on the Combat roll is one of the most common ones. These weapons are designed to shatter shields and rend armor and a good hit will do just that.

Clarification Note: If you break armor in an attack, you may consider it Broken for the purposes of that very attack.

Broken armor provides only half the Armor Rating it normally provides (rounding down). Note that if you are wearing multiple sets or armor (for instance regular armor and under-armor) and your armor is Broken, only one set may actually break, but you suffer a halved total AR regardless.

Broken shields provide none of their Evasion bonus.

During a Short Rest, someone who is very familiar with the type of armor or shield that is broken may spend some time repairing it enough to be considered not Broken and it will give its full bonuses again. This usually takes 15 minutes to an hour.

Optional Rule: Depending on the way the item was broken and the amount of damage it sustained, the GM may rule that the tools and skills of a blacksmith (or someone else knowledgeable about the item) is required to fix the item. The GM should not frustrate players or disrupt the story by requiring armor to be fixed in any special way.