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.
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] |
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- 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!
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 |
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- 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
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 | ||
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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 | ||
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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
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 | ||
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 | ||
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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 | ||
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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.