Equipment
Equipment Properties
General Equipment Tags
Applied: This item is only useful when carefully applied to a person or added to something they eat or drink.
Awkward: The item is unwieldy and difficult to use effectively. You take a -1 penalty to all rolls when using this equipment.
Clumsy: This armor restricts movement. You take a -1 penalty to all rolls while wearing it. Multiple sources of Clumsy stack their penalties.
Consumable: The item is expended upon use or through consumption.
Dangerous: This item is hazardous to handle. If you are careless with it, the GM may impose consequences without a roll.
n Gold: The item's purchase price in gold pieces.
Reload n: After making n attacks with this weapon, it takes significant time to attack again. If n is 1, it will be omitted.
Requires: Only certain characters can use this item effectively. If you don't meet the requirements, the item works poorly or not at all.
Slow: Using this item takes several minutes or longer.
Two-Handed: You must use both hands to wield this item effectively.
Worn: You must be wearing this item for it to provide its benefits.
Weapon Tags
Cleave: If you reduce a creature to 0 hit points with an attack using this weapon, you may immediately make another attack. This can only trigger once per turn.
Deadly: When you deal terrible harm with this weapon, the damage is doubled instead of increased by 50%.
Forceful: This weapon can knock targets back or potentially off their feet.
Graze: If your attack roll misses by 2 or less, you still deal damage equal to your Strength modifier to the target.
Ignores Armor: Don't subtract the target's armor value from damage dealt by this weapon.
Light: If you're wielding two Light weapons, you may attack with both simultaneously.
Messy: This weapon causes damage in a particularly brutal and destructive manner.
n Piercing: Ignore n points of the target's armor when calculating damage.
Precise: Use your DEX modifier instead of STR for attack rolls and damage.
Ranged: You can make ranged attacks with this weapon.
Reach: You can strike targets that are farther away than normal melee range.
Thrown: This weapon can be thrown as a ranged attack. It must be recovered after throwing.
Versatile (n): This weapon can be wielded with both hands for increased damage, shown in parentheses.
Armor Properties
n Armor: Reduces incoming damage by n points. Only the highest single armor value applies to any given attack.
+n Armor: Provides additional armor that stacks with other armor sources.
Held: Must be held with a hand to provide it's benefit similarly to a weapon.
Weapons
Melee Weapons
Light Melee Weapons
These one-handed weapons are easy to wield and allow for quick, agile combat styles.
| Weapon | Damage | Requirements | Properties | Cost |
|---|---|---|---|---|
| Club | 2 | STR +1 | Light, Forceful | 1 gold |
| Dagger | 1 | — | Light, Deadly | 2 gold |
| Throwing Dagger | 1 | — | Light, Thrown | 1 gold |
| Handaxe | 2 | STR +1 | Light, Thrown | 2 gold |
| Scimitar | 2 | DEX +1 | Precise, Light, 2 Piercing | 10 gold |
| Staff | 2 | — | Versatile (3) | 1 gold |
| Spear | 2 | — | Versatile (3), Thrown | 2 gold |
| Longsword | 2 | STR +1 | Versatile (3), Light | 15 gold |
| Warhammer | 2 | STR +1 | Versatile (3), Forceful | 15 gold |
| Battle-axe | 2 | STR +1 | Versatile (3), Cleave | 15 gold |
| Trident | 2 | STR +1 | Versatile (3), Thrown | 15 gold |
| Rapier | 2 | DEX +1 | Precise, Deadly | 15 gold |
| Glaive | 3 | STR +1 | Reach, Two-Handed | 20 gold |
| Pike | 4 | STR +1 | Reach, Two-Handed | 15 gold |
| Greatsword | 4 | STR +2 | Two-Handed, Cleave | 30 gold |
| Maul | 4 | STR +2 | Two-Handed, Forceful | 30 gold |
| Sling | 1 | — | Ranged | 1 gold |
| Shortbow | 2 | — | Ranged, Two-Handed | 5 gold |
| Light Crossbow | 3 | — | Ranged, Two-Handed, Reload | 10 gold |
| Longbow | 2 | DEX +1 | Ranged, Two-Handed, 2 Piercing | 20 gold |
| Hand Crossbow | 2 | DEX +1 | Ranged, Light, Loading | 25 gold |
| Heavy Crossbow | 4 | STR +1 | Ranged, Two-Handed, Reload | 30 gold |
| Greatbow | 4 | STR +2, DEX +1 | Ranged, Two-Handed, Forceful | 45 gold |
| Pistol | 3 | DEX +2 | Ranged, Reload 6, Deadly | 75 gold |
| Musket | 4 | DEX +2 | Ranged, Two-Handed, Reload, Deadly | 100 gold |
Armor
Armor reduces incoming damage but may impose penalties on the wearer. Only the highest single armor value applies to any attack, though bonuses from shields and similar equipment stack.
| Armor Type | Armor Value | Requirements | Properties | Cost |
|---|---|---|---|---|
| Leather | 1 Armor | Worn | 20 gold | |
| Chainmail | 2 Armor | Worn, Clumsy | 50 gold | |
| Scale Mail | 2 Armor | CON +1 | Worn | 100 gold |
| Plate | 3 Armor | CON +1 | Worn, Clumsy | 250 gold |
| Shield | +1 Armor | Held | 15 gold | |
| Tower Shield | +2 Armor | STR +1 | Held, Awkward | 100 gold |
General Equipment
Medical Supplies
Bandages (2 gold)
Consumable, Slow
Lesser Healing Potion (20 gold)
Consumable
Goldenrod (15 gold)
Consumable, Applied
Provisions
Rations (5 gold)
Consumable
Magical Items
Level 1 Scroll (15 gold)
Consumable
Level 2 Scroll (50 gold)
Consumable
Level 3 Scroll (120 gold)
Consumable
Poisons and Toxins
Warning: These substances are dangerous and illegal in most civilized areas. Use with extreme caution.
Deathweed (15 gold)
Applied, Consumable, Dangerous
Serpent's Tears (40 gold)
Applied, Consumable, Dangerous
- Applied Targets struck must make a CON saving throw (9+) or suffer numbness and take -2 to all physical actions for one hour.
- Consumed Targets must make a CON saving throw (9+) or become Paralyzed for one hour.
Nightshade (60 gold)
Applied, Consumable, Dangerous, Requires INT +1
- Applied The victim must make a CON saving throw (10+) or lose a quarter of their health (up to 5 damage) each round.
- Consumed The victim must make a CON saving throw (10+) or lose a quarter of their health (Up to 20 damage) each round.
Sleep Oil (25 gold)
Applied, Consumable, Dangerous