Difference between revisions of "Equipment"

From The Hidden Room
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2+) heavy and/or bulky items and treasure such as tapestries, chest, crates, statues, etc.
2+) heavy and/or bulky items and treasure such as tapestries, chest, crates, statues, etc.
Heavy weapons (2), medium armor (3), and heavy armor (5).
Heavy weapons (2), medium armor (3), and heavy armor (5).
Containers
Containers
You can have up to 2 large containers (packs, large sacks) as weightless items.  Additional sacks have encumbrance 1.
You can have up to 2 large containers (packs, large sacks) as weightless items.  Additional sacks have encumbrance 1.
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Size
Size
For every size above Medium, double the number of slots / pounds you can carry per Load category.  For every size step below, halve it.
For every size above Medium, double the number of slots / pounds you can carry per Load category.  For every size step below, halve it.
Usage Dice
 
To abstract the number of uses of certain supplies (ritual kits, healing kits, bulk potions, etc) a "unit" of them is assigned a usage die and an amount of ticks called stock.
The die size controls the rate of depletion, and the stock denote the amount remaining.
When you use the equipment, roll the die.  On a 1-2, one stock is depleted.  When there is no stock left, the next use is your last.
If you make "heavy use" of the supply, roll with +D.  "Very heavy use" automatically costs 1 stock and then rolls again with +D.
If you only have 1 stock left, you cannot make heavy or very heavy use of the equipment.
What heavy or very heavy means will vary, if it's even an option.  It might grant +A on a skill check or some other effect.





Revision as of 15:24, 13 May 2022

Red Age > Rules > Equipment

Inventory Items can be Readied, Stowed, Carried, or Equipped. Readied: you can have up to (Wits or Dexterity / 2) Readied items (rounded up), in belts, bandoleers, pockets, sheaths, etc. You can access Readied items freely, though using them requires a suitable action. Weapons, shields, and ammunition need to be Readied to draw promptly. Carried: items are already in hand. Carried items can be dropped as a free action. Sometimes a bulky item will have to be Carried, in addition to its encumbrance. Equipped: mostly covers worn items like gloves, clothes, cloaks, armor, etc. Worn items do not need to be Readied, and apart from armor, most wearable items have 0 encumbrance while Worn. You are limited in how much you can wear according to logic. Stowed: all other items carried are Stowed: stored in packs, jumbled in sacks, lashed to you, etc. To access a Stowed item in haste, as an Action, roll 1d6 - (DEX or WIT), min 0. This is the additional number additional Actions it will take to unearth (if 0, you have it now). If you empty your bags on the ground and paw through them, cut through straps, etc, halve the time it will take, rounding down. If you flee, this gear is lost, and even if you don't, items may smash, roll away and be lost, etc. This won't happen to Readied items.

Encumbrance Items have an encumbrance value, usually 0 or 1, sometimes higher. 0) these small items are effectively weightless, unless in large quantities. Less than 200 coins, most gems, rings and other small jewelry or trinkets, talismans, wands, worn clothing and items, a hip flask. 1) most items of significant size. Most weapons, toolkits, waterskins, Stowed wearables (gauntlets, helm, cloak), small treasures (statuette, big gem), shields, tomes, coils of rope, potion bottles. Some items can be bundled, stacking multiple uses or doses in a single 1 encumbrance slot. Generally this is 3 (light weapons, potion doses), 10 (iron spikes), or 20 (arrows, sling bullets). Up to 600 coins can be carried in 1 slot. A single instance of an item that bundles (1 dagger, 1 potion) is weightless, but more than 1 takes up a full slot. 2+) heavy and/or bulky items and treasure such as tapestries, chest, crates, statues, etc. Heavy weapons (2), medium armor (3), and heavy armor (5).

Containers You can have up to 2 large containers (packs, large sacks) as weightless items. Additional sacks have encumbrance 1. If you want, you can note what items are in a container, allowing them to all be dropped or picked up collectively in a hurry. Small containers (pouches, etc) are negligible and don't need to be tracked at all. Just assume they're there.

Tracking Items Keep track of weightless items on a list separate from those with encumbrance of 1 or higher. Items with 1 or more encumbrance are tracked on a list, with each line being a "slot". Items with more than 1 encumbrance should have blank lines below them so that they occupy a number of slots equal to their encumbrance. Put a mark after the number of slots for varying levels of Load, making it obvious at a glance how loaded down you are. You can put "R" next to items on your weightless and encumbering lists that are Readied (multi-slot items only count as 1 Readied item). You can also denote Equipped ("E"), or Carried ("C").

Load Light (up to Vigor / 2 (rounding up) slots filled) No effect. Medium (up to Vigor slots filled) Take +D to mobility skill checks such as swimming, climbing, and jumping. You can't fly by natural means (wings). Heavy (up to 1.5 x Vigor (rounding up) slots filled) Take +D on all Dex and Vigor stat, skill, save, attack, and effect checks. Take +D on initiative. You cannot swim, or fly by natural means. Combat and exploration speed halved. Long distance travel may incur more fatigue. Lift / Drag / Push (up to 3 x Vigor slots, or 30 x Vigor pounds) As Heavy Load, but you can only move 5' a turn. After pushing or dragging for 10 minutes, every further 10 minutes, +1d10 Fatigue (Vigor save DC 13 for half). A Brief Rest resets this count. Lifting does not grant the initial 10 minute grace period. Size For every size above Medium, double the number of slots / pounds you can carry per Load category. For every size step below, halve it.


Equipment Arms & Armor Weapon Very Cheap Melee (5 sp) Club Cheap Melee (2 gp) Quarterstafff, dagger, hatchet, chakram, throwing club / hammer Normal Melee (10 gp) Sword, scimitar, battleaxe, mace, warhammer, flail, spear, whip / chain Heavy Melee (20 gp) Greatsword, greataxe, maul, pike, glaive, halberd Very Cheap Ranged (5 sp) Sling Cheap Ranged (2 gp) Blowgun, javelin, net Normal Ranged (20 gp) Shortbow, light crossbow Expensive Ranged (50 gp) Longbow, heavy crossbow, hand crossbow 20 Ammo (7 ammo is light, 1 sp per ammo) Arrows, quarrels, shurkiens 20 Cheap Ammo (7 ammo is light, 3 cp per ammo) Bullets Armor Light (1 slot, 20 gp) Medium (3 slots, 75 gp) Heavy (5 slots, 200 gp) Shield (1 slot, 10 gp)


Supplies Provisions Water conveyance (1 slot per day capacity, 1sp per slot) Travel rations (1 supply = 1 slot, lasts 10 days, 5 gp) Meat-only travel rations (1 supply = 1 slot, lasts 10 days, 15 gp) Animal feed (1 supply = 2 slots, lasts 10 days, 1 gp) Water purification tablets (20 uses is 1 slot, 2 gp per use, alchemic, each use purifies mundane pathogens from 1 day of water, tastes a bit weird) Nutrient bars (30 days is 1 slot, 5 gp per day, alchemic, sustaining but not very satisfying) Lighting Bundle of Candles (1 day is light, 1 gp per day) Provides 5' of Bright Light with a 10' penumbra of Dim Light. Easily extinguished by wind, rain, or being dropped. Candle Lantern (light, 5 sp) Holds a candle, diffusing its light somewhat, and providing some protection from wind with a paper or cloth shroud. Can be mounted on poles and held aloft or poked into places. Can be hooded down to 5' Dim Light). This can be overlooked at distances beyond 30' (60' w/ Nightvision). Bundle of Torches (1 day is 1 slot, 1 gp per day) Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing, d2 flame); 2-in-6 chance of breaking or extinguishing. Strong wind, rain, or water can extinguish a torch. Dropping a torch sometimes extinguishes it. Lantern / Lamp (1 slot, 2 gp) Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be mounted on a pole to be held aloft or poked into places. Lanterns are relatively fragile, and may shatter if thrown or dropped. They are fairly resistant to wind and rain, but may be extinguished in extreme cases. Lantern oil is not dramatically flammable, but a lantern deals d4 fire damage if smashed against a target, after which it is extinguished. Hooded Lantern (1 slot, 5 gp) As Lantern, and can be lowered to control light and penumbra in 5' increments, or fully hooded to provide 5' of Dim Light. Bullseye Lantern (1 slot, 10 gp) As Lantern, and reflector can direct light into a 60 degree cone of 40' of Bright Light and a penumbra of 40' of Dim Light) Oil Flask (1 flask (quart) is light, 5 sp, 1 flask fuels a lantern for 1 day) Coats a 5' x 5' patch, fuels a lantern for 1 hour, and can be negligibly tapped to care for gear, oil hinges, etc. Not dramatically flammable; vegetable, fish, or comparable synthetic oil. Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination) Provide 5' Dim Light and can be shrouded to make it directional or conceal it entirely. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc). Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at at a distance of 15' or more (30' w/ Nightvision or Darkvision). Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination) Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing); 2-in-6 chance of breaking. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc). Flare (light, 2 gp, alchemic, 10 min illumination) Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light. Deals d4 fire damage on contact. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc). Matches (weightless, 2 gp, 10 stock, alchemic) Travel Coil of Rough Rope (1 slot, 1 gp, 50') Coil of Woven Rope (1 slot, 10 gp, 100') Chain (1 slot, 5 gp, 10') Iron Spikes (1 slot, 1 gp, 10 spikes, hammer not included)


Tools Hand Tools Hammer (light, 1 gp) Mining pick (1 slot, 2 gp) Sledgehammer (1 slot, 2 gp) Shovel (1 slot, 2 gp) Crowbar (1 slot, 2 gp) Grappling hook (light, 25 gp) 10' pole (1 slot, 1 sp) 10' ladder (2 slots, 5 sp) Block and tackle (1 slot, 5 gp, rope not included) Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them) Toolkits Adventuring Healer's kit (1 slot, 10 gp, 10 stock) Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc) Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc) Fishing gear (1 slot, 1 gp) Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately) When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed) Tent (2 slots, 20 gp, sleeps 5) Heavy blanket (1 slot, 2 gp, cold-weather suitable) Crafting Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox) Craftsman's kit Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver) Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic) Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter) Portable forge (3 slots, ??? gp, requires coal, tools not included) Skullduggery Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc) Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc) Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc) Restraints & Impediments Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune) Bear trap (1 slot, 5 gp) Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size) Lock and key (light, 10 gp (cheap), 20 gp (decent), or more) Miscellaneous Dice (weightless, 5 sp) Gaming set (light, 1 gp; chess, etc) Deck of cards (weightless, 1 gp) Musical instrument Simple (light, 2 gp, wooden pipes, small drum, etc) Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc) Writing Paper (1 sp per sheet) Book (light (small journal) or 1 slot (tome), 5 or 20 gp) Scroll case (light, 1 gp) Signet ring (weightless, 5+ gp) Measuring & Observing Hourglass (light, 25 gp) Magnifying glass (light, 100 gp) Spyglass (light, 1000 gp) Merchant's balance (light, 5 gp) Mirror (steel 5 gp, silver 25 gp, light, hand-sized) Abacus (light, 2 gp) Signal whistle (weightless, 1 gp) Hand bell, bullroarer (light, 1 gp) Semaphore flag (1 slot, 1 gp)

Containers Backpack (2 gp, 1 slot (empty)) Pouch (5 sp) Small sack (3 sp, light (empty), holds 2 slots) Large sack (8 sp, light (empty), holds 6 slots) Basket (3 sp) Crate (5 sp) Lockbox (5 gp) Chest (25 gp) Flask, tankard (1 sp) Jug, pitcher, bucket (1 sp) Bottle (light, 2 gp (glass), 5 sp (clay)) Vial (weightless, 1 gp (glass), 2 sp (clay)) Iron pot (1 slot, 2 gp) Barrel (3 sp, 20 gallons)

Magical Paraphernalia Panoply Implement Small (wand, orb, amulet, holy symbol, etc; light, 10 gp) Large (as mace, staff, dagger, etc; 10 gp or as weapon) Improved: 1 spell vessel (+50 gp), 2 spell vessel (+500 gp), 3 spell vessel (+5,000 gp), 4 spell vessel (+50,000 gp). Vessels are crafted to specific spells. Garb Raiment (weightless, worn, clothing, 10 gp) Vestments (weightless, worn, clothing; or as armor, 10 gp) Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp). Enhancements are permanently worked into the raiment. Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement) Preservation (+A to save against (enhancements) spells per Long Rest; chosen before rolling the save) Barrier (gain (Power+enhancements) tHP when you cast a spell) Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment) Ravage (each enhancement gives your spells +1 damage per die to a single damage type) Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s) Fortune (after a Long Rest, roll a d20 and keep its value. You may swap this value for a d20 roll you make or which is made against you during the following day, after rolling) Talisman (weightless or 1 enc; cannot normally be purchased) Components Ritual Components (value and weight measured in coin) Ritual Kit (1 enc, 6 stock, d4 usage; using a higher level kit then necessary increases usage die 1 step per kit level) Apprentice (Power 0-2, 25 gp) An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing them. Each week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restores 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch. Journeyman (Power 3-4, 250 gp) Some Fonts of Power may be harvested for materials to replenish stock. Master (Power 5+, 2500 gp) Rare Fonts of Power may be harvested for materials to replenish stock. Vessels (inscribing binding sigils for a spell takes 1 hour and the use of a ritual kit of suitable level for the spell's minimum Power) Scroll (light, fragile, holds 1 spell, 5 sp) Small Durable Vessel (figurine, crystal, runestone, etc) (light, 5 gp) Tome (1 slot, fragile, holds 10 spells, 20 gp) Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells) Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features See Arcane Research.


Alchemy Tools Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included) Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely) Reagents (40 gp of materials is light, with the Alchemist feat, spend with a kit or lab to create alchemic products) Alchemics (drugs, poisons, etc)


Lifestyle Tiers Wretched (5 cp / day, 1.5 gp / month; peons) Take -1 HP per level. Wretched counts as a Poor Condition for healing and recovery. Take +D on resistance against poison, disease, and fatigue. You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen. Each mount, livestock, pack animal, and land conveyance counts as an expensive item. Small watercraft count as expensive items, and bigger ones cannot be owned. Meager (1 sp / day, 3 gp / month; manual laborers, peddlers) You can only keep 6 expensive items in good condition. Modest (1 gp / day, 30 gp / month; craftsmen) The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered. Adequate (4 gp / day, 120 gp / month; yeoman, skilled craftsman) +1 natural healing per day in civilized locations at this level or above. Prosperous (10 gp / day, 300 gp / month; gentry, merchants, master craftsmen) The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered. Affluent (40 gp / day, 1200 gp / month; barons, merchant princes) Sumptuous (200 gp / day, 6000 gp / month; dukes, princes) Luxuriant (2000 gp / day, 60,000 gp / month; kings) Opulent (???; emperors) Temporary Lifestyle To pass as a higher tier for a little while (a set of clothes, paying to move in the right circles, etc), you must buy a week's worth of the given lifestyle level. E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc. Gain d4 usage, 2 stock of the lifestyle. A use is either a notable event (going to a party, schmoozing, etc) or a week of routine / intermittent passing. Afterward, the clothes will get worn, the luxuries pawned, etc. Clothing Once the first week of Lifestyle is paid for, you have suitable clothing for day-to-day life at your station. A single suit of fancy garb for your station (suitable for fancy parties, ceremonies, etc) costs (10 x daily Lifestyle).


Livestock Chicken (1 sp) Cow (10 gp) Dog Hunting (10 gp) War / Guard (75 gp) Goat (3 gp) Hawk (20 gp) Pig (3 gp) Sheep (2 gp) Ox (40 gp)


Land Transport Beasts of Burden Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge) Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap) Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap) Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium) Mounts Heavy war mount (goat, scarab, horse) (700 gp) Medium war mount (goat, scarab, horse, camel) (250 gp) Medium riding mount (goat, horse, camel) (40 gp) Light war mount (oryx, horse, camel) (150 gp) Light riding mount (oryx, horse, camel) (75 gp) Mount Accessories Common tack, harness, and saddle (5 gp for medium or large mount) War saddle (20 gp for medium or large beast) Exotic saddle (60 gp for unusual or huge beasts) Saddlebags (5 gp) Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight) Caparison (20 gp) Conveyances Cart / Wagon Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered) Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered) Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered) Coach / Carriage (100+ gp, roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered) Sled (as Small or Large Cart, but suitable for snow-covered ground instead) Chariot (50+ gp, roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)


Watercraft Barge 100 gp per 10' x 10' section, up to 30' x 40', river-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed Raft 1-3 days labor per 10' x 10' section, up to 30' x 40', river-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed Keelboat 4000 gp, river-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed Roofed cabin (+1000 gp) Sailing Boat 2000 gp, 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed Ship's Launch 40 gp, coast-worthy, 15-20' long, 4-5' beam, 1-2' draft, 50 stone (if portaged or loaded on a ship), 150 stone cargo, 18 miles per day rowed Canoe / Rowboat 40 gp, river-worthy, 15' long, 5' beam, 1' draft, 5 stone (if portaged or loaded on a ship), 60 stone cargo, 18 miles per day rowed Galley Small: 10,000 gp, sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost) Large: 30,000 gp, sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost) War: 60,000 gp, sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck) Longship 15,000 gp, sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed Sailing Ship Small: 10,000 gp, sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed Armaments: warship (+5000 gp, reinforced hull, 25 marines) Large: 20,000 gp, sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)


Arms & Armor Mechanics Armor The exact makeup of a suit of armor can vary (leather, hides, mail of varying thicknesses and layers, plates, etc. Light (1 enc, +2 defense) Can be worn while sleeping. Medium (3 enc, +4 defense, Clumsy 15 / +2 DEX) Can't fly by natural means (wings), and have +D to swimming checks. The padding worn under medium armor counts as light armor when worn by itself. Heavy (5 enc, +6 defense, Clumsy 13 / +1 DEX) Can't swim or fly by natural means. The padding worn under heavy armor counts as light armor when worn by itself. Shield (1 enc, +2 defense if aware of the threat, +1 to Dex Saves against beams, blasts, and bolts)


Weapons Melee Simple Unarmed Strike: 1h light, d2 crushing, forceful / agile, short, unarmed Crude Weapon: d4 varies, may be forceful or agile, may be short or long A normal weapon can be used as a Crude Weapon to deal crushing damage (pommel strike, flat of blade, haft club). Improvised weapons (bar stools, broken bottles, etc) break if they deal 4+ damage. Cudgels, pitchforks, weapon hafts, pommels, brass knuckles, etc do not. Light Dagger: 1h light, d4 piercing / slashing, agile, short, thrown, range 20 / 40 / 60 Hatchet, chakram: 1h light, d4 slashing, agile or forceful, short, thrown, range 20 / 40 / 60 Throwing club / hammer: 1h light, d4 crushing, agile or forceful, short, thrown, range 20 / 40 / 60 One-Handed Sword, scimitar: 1h normal, d6 piercing / slashing, forceful / agile, long Battleaxe: 1h normal, d6 slashing, forceful, long, impact Mace, warhammer, flail: 1h normal, d6 crushing, forceful, long, impact Spear: 1h normal, d6 piercing, forceful, polearm, thrown, range 30 / 60 Whip / chain: 1h normal, d4 crushing, entangling, agile, long / reach Shield: 1h normal, d4 crushing, forceful, short, +2 defense, +1 Dex Save vs beams, blasts, and bolts. Two-Handed Greatsword: 2h heavy, d10 piercing / slashing, forceful, long Greataxe: 2h heavy, d10 slashing, forceful, long, impact Maul: 2h heavy, d10 crushing, forceful, impact Pike: 2h heavy, d10 piercing, forceful, reach, polearm Glaive, halberd: 2h heavy, d10, piercing / slashing, forceful, reach, polearm Quarterstaff: 2h normal, d6, crushing, forceful / agile, long, cheap Ranged Missile Short Bow: 2h normal, d6 piercing, agile, range 60 / 150 / 300, ammo Long Bow: 2h heavy, d10 piercing, agile, range 60 / 150 / 300 / 600, can't be used mounted, expensive, ammo Light Crossbow: 2h normal, d8 piercing, agile, range 60 / 150 / 300, ammo, loading Heavy Crossbow: 2h heavy, d12 piercing, agile, range 60 / 150 / 300 / 600, expensive, ammo, loading Hand Crossbow: 1h compact, d2 piercing, agile, range 30 / 60 / 150, expensive, ammo, loading Sling: 2h (effectively) compact, d6 crushing, agile, range 60 / 150 / 300, ammo, very cheap, cheap ammo Blowgun: 2h normal, 1d2 piercing, agile, range 30 / 60 / 150, ammo, loading, cheap Thrown Javelin: 1h light, d6 piercing (d4 in melee), agile or forceful, thrown, range 30 / 60 / 150, cheap Shuriken: 1h compact (no actual weapon, just ammo), d2 piercing, agile, thrown, range 30 / 60, ammo Net: 1h normal, entangling, agile or forceful, thrown, 10 range / 20 / 30, cheap Qualities Weapon Damage Die: 0, 1, d2, d4, d6, d8, d10, d12, d12+1... Type Crushing: good for shattering things. Amorphous or squishy creatures may be resistant or immune. Slashing: good for severing things. Amorphous creatures may be resistant or immune. Piercing: good for impaling things. Amorphous, unliving creatures (undead, constructs), and sturdy inanimate objects may be resistant or immune. Weapon Length / Range Short: basic threat range for your size (5' for Medium size) Requires almost no room to wield. You do not threaten targets with greater reach who also threaten you. Fairly concealable. Effective while grappling (+A to attack if enemy has a longer weapon, is unarmed, or otherwise limited in movement). Long: basic threat range for your size Requires 5' of room to wield without disadvantage. Take +D to attack while grappling. Reach: +5' threat range. Requires 10' of room to wield without disadvantage, except in special circumstances (e.g. using a spear to hold off foes coming down a narrow passage). Can't be used while grappling (and you do not threaten with it). Range A / B... / X: the weapon can be thrown or it fires projectiles. It has range bands of A, B etc, with max effective range X. Often the weapon can reach up to 2X in pure range, but without accuracy and/or force. Style Forceful: attack using Vigor. Agile: attack using Dexterity. Encumbrance Light: a single weapon of this type is weightless. Carrying more than one takes up 1 enc per 3 weapons. Compact: this weapon and its first 20 ammo takes up 1 enc. Additional ammo has normal encumbrance. Normal: 1 enc. Heavy: 2 enc. Wielders of size Small take +D on attacks with it, and even smaller creatures can't use it at all. Handedness 1H: requires one hand to wield. 2H: requires two hands to wield, though it can often be carried in just one. Miscellaneous Polearm: can be used to Set Against Change. Impact: adequate for smashing through durable objects, such as doors. Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists. Ammo: the weapon requires ammunition to operate (arrows, bolts, stones, etc). 20 ammo take up 1 enc. Track hits with ammo weapons. For misses, mark off 1 ammo (assumed broken or lost). Hits are recovered with a minute or so of effort after combat. They are marked off if you flee. When you return to civilization, pay for a full replacement of your ammo (covering all the cracked, blunted, etc ammo that needs to be replaced). Thrown: thrown weapons are tracked individually. After combat, it is usually trivial to recover them in a minute or so after combat. They are abandoned if you flee. Loading: the weapon can be loaded once per turn, which requires both hands, provokes, and is interrupted on a hit. It can be carried in loaded in one hand. Unarmed: +D to defense when fighting an armed opponent. Armor Clumsy X: the wearer's Dexterity (and thus Dexterity bonus and DEX) are capped at X for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, agile attacks, and bonus to Dex Saves. Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.


Hirelings Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc) Irregular, levy, goon (3 gp / month) Light infantry (6 gp / month) Heavy infantry (12 gp / month) Light archers, slingers (9 gp / month) Longbow archers, crossbowmen (18 gp / month) Light cavalry (30 gp / month) Horse archers (45 gp / month) Medium cavalry (45 gp / month) Heavy cavalry (60 gp / month) Specialists Alchemist (250 gp / month) Can act as an assistant in arcane research. Animal Trainer (25 - 250 gp / month) Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures. Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear) For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance. Engineer (250 gp / month) 1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value. Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges) Medic (25gp / month) Has the Healer 1 feat Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month) Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month) Entertainer / rumor-monger / publicist (25 gp / month) Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month) Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp) Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.