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