Skills, abilities, and magic alone aren’t always enough to see characters through to victory. They need the right gear. This section includes an example equipment table listing the price, characteristics, and mass of various items adventurers might want to have.
· The economy is primarily silver-based; gold coins are rare, and most folk use copper and iron coins on a daily basis
· Average daily wage for an unskilled manual laborer: 1s (skilled labor is worth more, depending on various economic factors)
· Average yearly income for a family of five: 576s (2s per day, 12s per week, 48 weeks of work per year)
· Average cost of living for a family: 5-10s per week
· Average room for one night at an average inn: 2s (often includes 2 meals)
· Average meal at an average inn: 1p
· Average mug of ale at an average inn: 5b
· Average price of a loaf of bread: 2p
· Listed items are reasonably available; the law of supply and demand may alter prices
· 1000b = 100p = 10s = 1g
STARTING WEALTH
All PCs start the game with 275s. This may not represent actual cash in hand, but equipment obtained earlier in their lives from patrons, as battle-trophies, or the like.
Many Perks provide a bonus to starting wealth. The Perks which contribute to Starting Wealth are: Money, Social Status, Professional Guild, and Arcane Guild. Additionally, Thieves’ Guild and Military Rank provide a bonus equal to half the value listed for Guilds. The Cleric Perk and Shaakdaar do not provide a starting wealth bonus.
LEVEL MONEY SOCIAL GUILD
1 +75s +100s +50s
2 +150s +200s +100s
3 +300s +300s +150s
4 +600s +400s +200s
ENCUMBRANCE
A character that carries around heavy equipment may become encumbered, and therefore not able to fight as well as he normally can. As indicated on the accompanying table, encumbrance can affect the character’s DEX-based rolls, DCV, Essence Shaping Skill, rate of movement, and may tire him out quickly.
Encumbrance Table
Total Weight Carried
STR 10% 20% 40% 60% 80%
1 1 2 3 5 6
2 2 3 6 10 13
3 3 5 10 15 20
4 4 8 15 23 30
5 5 10 20 30 40
6 6 12 23 35 46
7 7 13 27 40 54
8 8 15 30 45 60
9 9 18 35 53 70
10 10 20 40 60 80
11 11 21 43 64 86
12 12 23 46 70 93
13 13 25 50 76 101
14 14 27 55 82 110
15 15 30 60 90 120
16 17 33 66 99 132
17 18 36 73 109 146
18 20 40 81 121 162
19 22 45 90 134 179
20 25 50 100 150 200
21 28 56 112 168 224
22 31 63 126 188 251
23 35 71 141 212 282
24 40 80 159 239 318
25 45 90 180 270 360
26 51 102 204 306 408
27 58 116 231 347 462
28 66 131 262 394 525
29 75 149 298 448 597
30 85 170 340 510 680
Penalty -1 -2 -3 -4 -5
Move Mod 100% 75% 50% 25% 10%
END Drain -0 -5 -10 -15 -20
Total Weight Carried: A percentage of the total weight a character can carry. Values indicate the threshold at which to apply Penalty, Move Mod, and END Drain.
Penalty: The penalty to a character’s DCV and all DEX Rolls, as well as the Essence Shaping skill.
Move Mod: Modification to Movement.
END Drain: Reduction in END. END returns at a rate equal to the character’s REC over a rest period of one step up on the Time Chart from the duration of exertion. For example, being Encumbered all day (Time Chart: 1 Day) will allow the character to recover per 6 Hours of rest.
ADVENTURING GEAR
Item Price Mass Notes
Acid, weak 5s 0.15 See Acid, p. XX
Acid, mild 20s 0.15 See Acid, p. XX
Acid, strong 80s 0.15 See Acid, p. XX
Bedroll 40s 1 Required for sleeping comfortably on ground
Blanket 25s 0.5
Block and tackle 20s 2 +10 STR for lifting
Chalk 1b 0.01 1 piece
Climbing gear 20s 0.2 Climbing +2; not rope/grappling hook
Crowbar 15s 2 +5 STR as lever; can be used as Heavy Club with -1 OCV
Delver’s tools, steel 90s 0.1 Lockpicking and Security Systems Skills tools (-2 without)
Demolition kit 30s 2.5 +1 PS: Demolitionist
Disguise kit 20s 0.1 Disguise Skill tools (-2 without, 10 Charges)
Firewood 2b 8 1 day’s worth
Fishing hook and line 2b 0.01
Flint and steel 8p 0.01
Gonne Maintenance kit 60s 2.5 PS: Gonnesmith tools (-2 without)
Grappling hook 10s 1.8 Attack Roll vs. DCV 3 to hook, apply Range Penalty; required to secure rope without knotting
Greyfire, flask 20s 0.2 Fire: 1d6-1, Area Of Effect (2m Radius; +1/4), Damage Over Time, Lock out (cannot be applied multiple times) (20 damage increments, damage occurs every three Segments, can be negated by Dousing/Washing Off); Requires a Roll (Malfunction 1d6)
Holy symbol of Lensae 10s 0.1 Appropriate for all ministrations and Channeling
Holy water 10s 0.5 Sunlight: 1d6, AVAD (Defense Is Impermeable Defenses, All or Nothing), Does BODY, RBS (STR+20m), Affects Desolidified (Only Works Against Essence (Spirit) Special Effect); Only Works Against Undead Or Abomonae; Contact with target creature will cause container to burst
Mirror, small steel 15s 0.1
Musical Instruments 30s 3 Specific instrument types may vary in cost
Oil 5s 0.6 0.5L in clay bottle
Pole, wooden 2s 1.8 3m long
Rope 10s 5 16m long; Climbing +3
Signet ring 45s —
Soap 1p 0.01 1 cake
Spike, iron 6s 0.5
Spyglass 600s 0.5 +8 RMod for Sight Group PER Rolls
Tent, canvas 15s 6 2 person capacity
Whetstone 5p 0.08 Used to sharpen blades
Whistle, tin 10s 0.01 Can be heard with +8 to Hearing Group PER Rolls
CLOTHING
Clothing Mass and Price should be adjusted for size. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4.
PRE bonus is for Interaction Skills only. Outfits do not include footwear.
Outfits can only be worn over light armors.
Item Price Mass Notes
Baldric 5s 0.4
Boots 15s 0.5 Protect the feet (2 PD/2 ED)
Cloak or Cape 15s 1
Cleric’s Outfit 30s 2 +2 PRE for interacting with the devout
Common Outfit 20s 3.5
Entertainer’s Outfit 30s 1.5 +2 PRE for entertaining
Explorer’s Outfit 40s 3.5 10 small pockets (0.25kg of storage each); water resistant
Formal Outfit 30s 2 +2 PRE for social occasions
Gloves 10s 0.2 Protects the hands (1 PD/1 ED)
Hat 4s 0.1
Hunter’s Outfit 40s 2.5 Water resistant; +1 Concealment, Shadowing, Stealth (Only Works In Forests)
Scholar’s Outfit 30s 2.5 +2 PRE, only with other Scholars
Shoes 7s 0.15 Protects the feet (1 PD/1 ED)
Tabard 6s 0.2
Traveler’s Outfit 30s 2.5 Water resistant
CONTAINERS
Item Price Mass Notes
Backpack 10s 1.5 20kg capacity
Barrel, wooden 10s 10 100kg capacity
Bottle, clay 15b 0.5 1L capacity
Bottle, glass 6p 0.5 1L capacity
Chest, small wooden 30s 2 25kg capacity
Flask, clay 13b 0.2 0.2L capacity (5 drinks)
Flask, glass 4p 0.2 0.2L capacity (5 drinks)
Flask, steel 9s 0.2 0.2L capacity (5 drinks)
Pouch, belt 1s 0.1 0.5kg capacity
Quiver 4s 0.25 Holds 10 arrows or bolts
Sack, leather 2s 0.3 15kg capacity
Sack, cloth 3p 0.2 25kg capacity
Saddlebags 15s 3 20kg capacity (x2)
Satchel 5s 1 10kg capacity
Waterskin 8s 0.1 1L capacity
FOOD, DRINK, AND LODGING
Item Price Mass Notes
Ale or Beer 5b 0.5 1 mug
Bread 2p 0.7 1 loaf
Butter 3p 1
Cheese 1p 0.33 1 wheel
Coffee, cup 3b 0.2 1 cup
Coffee, sack 3p 1 1kg
Inn, common room 2p — 1 person for 1 day
Inn, room 2s — 1 person for 1 day
Liquor, drink 2b 0.04
Liquor, bottle 3s 2 1L; includes clay bottle
Mead 1p 0.5 1 mug
Meal, common 1p —
Meat 5p 1 1 shoulder
Meat, salted 1s 1 1 shoulder, preserved
Travel Rations 1s 0.5 1 day, preserved
Wine, glass 4p 0.2
Wine, bottle 5s 2 1L, includes clay bottle
HERBS
All Herbs effectively have 0 BODY and 0 DEF and are easily destroyed.
Item Price Form Prep Mass Notes
Crimsoncap 12s fungus tea 0.02 LS: Immune to Poison (Instant). Purges the body of all toxins in 1 Phase, ending their progress.
Freshleaf 5p leaf chew 0.05 Simplified Healing 1d6 (Does Not Stop Bleeding) and twice that in END. If brewed as a tea, it will instead allow the character to recover Long-Term END equal to REC.
Heron 25s flower apply 0.05 Removes Impairing effect for one wound, Extra Time (1 hour)
Redditch 20s root ingest 0.2 Simplified Healing 4d6N, Extra Time (1 Turn). Consuming a Redditch bulb requires a Full Phase action at 1/2 DCV due to its size.
Silvertree Sap 40s resin rub 0.1 Healing BODY 1d6 (Stops Bleeding), Side Effects (CON Roll or Drain 3d6 STUN, Recovery every 6 Hours). Silvertree Sap can cause a burning sensation.
Startberry 2s berry inhale 0.02 Healing STUN 4d6. Startberries start to go bad after 3 days (roll 1d6 per day after day 2: if any die is a 1, the Startberry is no good).
Sweetmoss 8s moss tea 0.1 Simplified Healing 2d6.
Trimblenut 15s nut ingest 0.05 LS: Immune to Disease, Requires CON Roll for 1 Phase. After that you will have 50% Damage Reduction against disease for 1 hour, and may make a CON Roll every hour to sustain this effect for up to 6 hours.
LIGHTING
Item Price Mass Notes
Candle 1b 0.01 Light in 1m radius; 1 hour
Lamp 5s 0.4 Light in 2m radius; 3 hours per 0.25L oil
Lantern 10s 0.9 Light in 4m radius; 6 hours per 0.5L oil; 4 ED
Torch 1p 0.4 Light in 3m radius, 1 hour; can be used as a light club at -1 OCV
LIVERY
Item Price Mass Notes
Bit, bridle, and tack 15s 0.5
Dog, war 144s 45 See Bestiary, treat as Wolf
Goat, pack 18s 80 See Bestiary, carries 20kg
Feed (per 120kg animal-day) 1p 1 1 day of food for 120kg animal
Horse, riding 160s 600 See Bestiary
Saddle, pack 15s 7 3 sets of saddlebags, plus 1 small chest
Saddle, military 40s 15 +2 Riding to remain seated
Saddle, riding 22s 12
Stabling (per day) 3-5p —
LOCKS
Item Price Mass Notes
Poor 3s 0.2 +1 Lockpicking
Average 6s 0.3 +0 Lockpicking
Above Average 12s 0.3 -3 Lockpicking
Expert 24s 0.3 -6 Lockpicking
Master 48s 0.3 -9 Lockpicking
Legendary 96s 0.4 -12 Lockpicking
MEDICAL SUPPLIES
Item Price Mass Notes
Chirurgeon’s Bag 100s 10 +1 Healing for Impairing/Disabling Wound Repair; requires successful SS: Medicine roll
Chirurgeon’s Pouch 20s 2 Essential tools for Impairing/Disabling Wound Repair; requires successful SS: Medicine roll
Healer’s Bag 25s 5 +1 Healing (16 Charges)
Healer’s Pouch 5s 1 Healing Skill supplies (-2 without, 4 Charges)
REFERENCE MATERIALS
Item Price Mass Notes
Small text 2s 0.5 1 Subject/Skill 8-, 5 minutes to use, 50 pages
Large text 10s 1.5 1 Subject/Skill 10-, 20 minutes to use, 200 pages
Reference text 50s 5.5 1 Subject/Skill 12-, 1 hour to use, 800 pages
Tome 250s 26 1 Subject/Skill 14-, 6 hours to use, 4000 pages
Map Var 0.05 Priced as book (no pages), 30cm x 45cm
Subject Rarity Price
Forgotten Lore x4
Rare/Obscure x2
Narrow Focus x1/2
Popular/Common x1/2
SERVICES
Service Price Note
Chirurgeon 4s per Healing Skill Roll
Guide/Scout 4s per day (typically 50-75 Total Points)
Mercenary * Price is Total Points/10s per day (7.5s for Captain, 2.5 for rank and file)
Lawyer 10s per day
Mage * Price is Total Points/10s per day plus Price per spell
Porter/Torchbearer 5p per day
Sailor 1s per day
Soldier * Price 50% Mercenary; must supply expenses and equipment
Valet/Maid 2s per day for a personal attendant
[[END BOX]]
SPELLS & ORISONS
For temporary or instantaneous effects divide the Price by 10. This includes effects such as Detects, informational spells and orisons, attacks, or one-time action bonuses (especially when provided by hirelings or retainers).
EFF/MAG Price
1 20s
2 30s
3 40s
4 60s
5 120s
6 180s
7 240s
8 480s
9 640s
10 960s
11 1920s
12 2880s
13 3840s
TRADE GOODS
Item Price Mass Notes
Adamant 80s 1 The hardest and densest metal known on Narosia. Notes: Will Not Rust.
Bronze 10s 1 If made properly, bronze does not rust or corrode
Clay 1p 1
Coldiron 80s 1 This metal is believed to have flown the Void and to have been tempered in the fires of the sky by Modren, Larayil, and Grethken. Any attempt to blend Coldiron, or melt it, destroys its innate properties and it becomes simple iron. Weapons and shields made of Coldiron can be used to Block (Maneuver) magical attacks with a Chaos or Qliphothic special effect. Voidspawn and Qliphothic Entities are especially vulnerable to Coldiron. Used instead of Steel. Notes: Power Defense 6 (Only Works Against Chaos), Will Not Rust.
Copper 9s 1
Glass 1s 1
Gold 1000s 1 Gold is naturally connected to the flow of essence. Shapers can consume it directly during Essence Shaping. Many believe it to be hardened sunlight, referring to it as “sunstone”. Endrori are particularly vulnerable to Gold, as are some Undead. Notes: Power Defense 4.
Grain 5b 1
Greyfire 100s 1
Greypowder 30s 1
Hardsilver 90s 1 A rare, lightweight, silvery metal believed to be from Numos. Many refer to this metal as “moonstone”. Used instead of Steel. Notes: Impenetrable (Only Works Against Acid), Will Not Rust.
Iron 10s 1
Lead 200s 1 Attacks of pure magical energy (e.g. Essence Bolt, Fel Essence Bolt) are completely negated by Lead. Notes: Negates Essence Attacks, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect), Will Not Rust.
Leather 4s 1
Lumber, hard 4s 1
Lumber, soft 5p 1
Meat 5p 1
Salt 1p 1
Silver 100s 1
Sugar 1s 1
Steel 20s 1
Tin 20s 1
Wool 7p 1
TRAVEL SERVICES
Passage Price
Coach 5p per hour per person (8 passengers max); 7.5km per hour
Riverboat 1p per 3 km per person on river; 3-6km per hour
Sailship 1p per 5 km per person at sea; 5-15km per hour
Tolls Price
Bridge Toll 1p to cross per pair of feet or wheels
City/Gate Toll 1p to enter per pair of feet or wheels
Ferry Crossing 1p per 100m distance crossed per pair of feet or wheels
Messenger Service Price
Standard (30 km/day) 1p per km per 0.2 kg
Express (120 km/day) 1s per 0.02 kg anywhere in the network
WRITING MATERIALS
Item Price Mass Notes
Book, blank paper 4s 1 Holds 160 pages
Ink 18s 0.1 160 pages of ink (0.04L)
Page, paper 2b 1/160
Page, parchment 1p 1/200 Goatskin
Page, vellum 2p 1/250 Calfskin
Pen 5s 0.01
Quill 1p 0.01 20 pages worth
Sealing wax (.5 kg) 3s 0.5 20 seals worth
WEALTH AND LIVING EXPENSES
A character must expend a certain amount of wealth for food, shelter, and general living expenses when not adventuring. This expenditure reflects the character’s lifestyle and can impact her social status or her ability to interact with other members of society. This will be reflected by what clothes she wears, the locations she frequents, how she smells, and even the slang she uses. This can also impact Interaction Skill rolls and Presence Attacks.
Lifestyle Expenses Level Notes
None — 0 Survival is a daily challenge
Destitute 2s 1 Basic shelter, subsistence food and water
Poor 4s 2 Shared shelter and basic nutrition
Average 8s 3 Simple bed and board with some dignity
Comfortable 16s 4 Most professionals and adventurers
Wealthy 32s 5 Most guild members and merchants
Social Status (per Rank) 8s* +1 It is important to live up to one’s status
* Add to a base of 8s
Expenses: This is the Price per week to maintain this Lifestyle. When improving a character’s Lifestyle, it takes four weeks of maintaining the new Lifestyle before the character is considered to be at the new level. If the character is downgrading her lifestyle, the effect will be immediate except among those who know her. These prior acquaintances will register the lower Lifestyle at the end of the fourth week of reduced Expenses.
Level: The numeric level of the Lifestyle. Half the numeric difference between the character’s Lifestyle Level and that of another is a modifier to Interaction Skills, or the dice modifier to Presence Attacks. The maximum modifier is +/- 3. If the disparity in Lifestyle is favorable, the modifier is a bonus. If the disparity is not favorable, the modifier is a penalty. For example, a destitute character is trying to convince a wealthy merchant to assist her. This is a Lifestyle difference of 5, which results in a modifier of 2 or 3 (it rounds in the character’s favor). The destitute character is therefore -2 on any Interaction Skill rolls or -2d6 on any Presence Attacks (unless she were trying to scare the merchant, then it would be a +3d6 bonus). Conversely, if the Merchant were to interact with the destitute character, the destitute character is going to feel more compelled to help since she knows the merchant has resources that can make her life even worse if she refuses, and thus the merchant would get a +3 bonus.
WEAPONS LIST
BOWS
Ammunition may be recovered on a 4+ (Roll 1d6).
Archers are assumed to use the Brace Maneuver to gain +5 STR to achieve the necessary STR Minimum
Weapon Price Mass STR Effect
Arrows (16) 4.8s 0.48 — As bow
Arrows, blunt (16) x2 0.48 — Normal Damage, -2 RMod; Remove AP
Arrows, bodkin (16) x4 0.48 — As bow, AP +1, -1 DC, -1 STUNx, +1 RMod
Arrows, crescent (16) x4 0.48 — Pierce become Slash; -2 RMod, +2 OCV vs. rope-like targets; Remove: AP
Arrows, hornbow (16) 9.6s 0.96 — For Icewalker Hornbow only
Arrows, skybow (16) 3.2s 0.32 — For Faelariyen Skybow only
Bow, composite 63s 0.9 15† Pierce: 1d6+1, AP; 2H, Range 200m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)
Bow 42s 0.8 13† Pierce: 1d6, AP; 2H, Range 150m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)
Faelariyen Skybow 26s 0.3 6† Pierce: 1d6; 2H, Range 75m, Beam, Extra Time (Half Phase To Load), Must Use Arrows Specifically Crafted For The Skybow
Icewalker Hornbow 43s 2.2 23† Pierce: 2d6, AP; 2H, Range 200m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace), Must Use Arrows Specifically Crafted For The Hornbow
Longbow, composite 126s 1.8 20† Pierce: 2d6-1, AP; 2H, Range 300m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)
Longbow 84s 1.5 18 Pierce: 1 1/2d6, AP; 2H, Range 250m, Beam, Extra Time (Half Phase To Load); +2 RMod (Must Brace)
Shortbow, composite 36s 0.6 10† Pierce: 1d6+1, AP; 2H, Range 100m, Beam, Extra Time (Half Phase To Load)
Shortbow 24s 0.4 8† Pierce: 1d6, AP; 2H, Range 75m, Beam, Extra Time (Half Phase To Load)
CLUBS AND MACES
Random Hit Location for Club, light is High Shot at no penalty.
Weapon Price Mass STR Effect
Club 4s 0.8 7* Crush: 3d6N, RBS (STR+15m); -2 RMod
Club, great 27s 6 15* Crush: 6d6N, RBS (STRm); 2H; -2 RMod
Club, heavy 7s 1.5 7* Crush: 4d6N, RBS (STR+10m); 1 1/2H; -2 RMod
Club, light 2s 0.4 4* Crush: 2d6N, RBS (STR+20m); -2 RMod
Club, war 13s 3 12* Crush: 5d6N, RBS (STR+5m); 1 1/2H; -2 RMod
Mace 14s 0.8 8* Crush: 1d6, RBS (STR+15m); -2 RMod
Mace, heavy 26s 1.5 10* Crush: 1d6+1, RBS (STR+10m); -2 RMod
Mace, war 50s 3 12* Crush: 1 1/2d6, RBS (STR+5m); 1 1/2H; -2 RMod
Quarterstaff 17s 3 11 Crush: 5d6N; 2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Quarterstaff (Must Be Used 2H)
Shortstaff 6s 0.8 5 Crush: 3d6N; 1 1/2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Shortstaff (Must Be Used 2H)
Staff 10s 1.5 7 Crush: 4d6N; 2H; Multiple Attack as a Half Phase Action; +1 OCV Block vs. HTH with Staff (Must Be Used 2H)
CROSSBOWS
Ammunition may be recovered on a 4+ (Roll 1d6).
Weapon Price Mass STR Effect
Bolts (10) 2s 0.3 — As crossbow
Bolts, blunt (10) x2 0.3 — Normal Damage, RMod -2; Remove AP
Bolts, bodkin (10) x4 0.3 — As crossbow, AP +1, -1 DC, -1 STUNx, +1 RMod
Bolts, hand crossbow (10) 1.5s 0.2 — For hand crossbow only
Crossbow, arbalest 91s 6 15† Pierce: 2 1/2d6, AP; 2H, Range 300m, Beam, Extra Time (7 Phases to Reload), STR 20 to reload; +1 OCV and +2 RMod (Must Brace)
Crossbow, hand 100s 1.1 3† Pierce: 1d6-1, AP; Range 50m, Beam, Extra Time (Full Phase to Reload), STR 8 to Reload, Must Use Bolts Specifically Crafted For Hand Crossbow; +1 OCV (Must Brace)
Crossbow, heavy 40s 4.5 13† Pierce: 2d6, AP; 2H, Range 250m, Beam, Extra Time (Full Phase to Reload), STR 18 to reload; +1 OCV and +2 RMod (Must Brace)
Crossbow, light 21s 2.25 8† Pierce: 1d6+1, AP; 2H, Range 200m, Beam, Extra Time (Full Phase to Reload), STR 13 to Reload; +1 OCV and +2 RMod (Must Brace)
Crossbow, repeating 320s 6 13† Pierce: 2d6-1, AP; 2H, Range 250m, Beam, 6 Shots, Extra Time (Half Phase to Reload, Full Phase to Replace Magazine); +1 OCV and +2 RMod (Must Brace)
Magazine 5s 1 — For Repeating Crossbow; holds 6 bolts; Extra Time (1 Phase per bolt to refill magazine)
FLAILS
Weapon Price Mass STR Effect
Flail, heavy 27s 1.5 11 Crush: 1 1/2d6; 1 1/2H; Flail: -1 OCV to ignore Shield DCV
Flail 15s 0.8 9 Crush: 1d6+1; 1 1/2H; Flail: -1 OCV to ignore Shield DCV
Greatflail 96s 6 16 Crush: 2d6; 2H; Flail: -1 OCV to ignore Shield DCV
Warflail 51s 3 13 Crush: 1 1/2d6; 1 1/2H; Flail: -1 OCV to ignore Shield DCV
GREYPOWDER BLUNDERBUSSES
All cartridges are purchased for a specific type of blunderbuss.
Weapon Price Mass STR Effect
Blunderbuss 516s 3 13† Piercing: 2 1/2d6, +1 STUNx; 2H, Range 90m, RBRx2, Beam, RP, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Blunderbuss, heavy 633sp 4 15† Piercing: 3d6, +1 STUNx; 2H, Range 100m, RBRx2, Beam, RP, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Cartridge (B), copper (16) 19.2s 1.12 — Scattershot: +1 OCV, Only At Range 9m+ or +2 OCV, Only At Range 17m+
Cartridge (B), greyfire 11s 0.2 — +2 DC, Normal Damage vs. ED (fire); Remove: +1 STUNx, RBR, RP, Beam; Add: No Range, AOE 1m per 1 DC Narrow Cone Explosion
Cartridge (B), lead (16) 144s 1.6 — Scattershot: +1 OCV, Only At Range 9m+ or +2 OCV, Only At Range 17m+, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)
GREYPOWDER GRENADES
Weapon Price Mass STR Effect
Bomb 184s 2 — Fire: 2 1/2d6 vs. ED, AOE (16m Radius Explosion, -1 DC per 2m, +1 STUNx, Crude Timer (Trigger Up To 9d6 Segments), RBS (STR+10m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Grenade 22s 0.4 — Fire: 1 1/2d6 vs. ED, AOE (10m Radius Explosion, -1 DC per 2m), +1 STUNx, RBS (STR+20m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Grenade, flash 22s 0.4 — Sight and Hearing Groups Flash 3d6 plus 3d6N, AOE (6m Radius), RBS (STR+20m); 1 Charge, Requires a Roll (Malfunction 1d6)
Grenade, force 22s 0.4 — Force: 5d6N, AOE (10m Radius Explosion, -1 DC per 2m), RBS (STR+20m); 1 Charge, Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Grenade, smoke 22s 0.4 — Change Environment (-3 to Sight Group PER Rolls), AOE (8m Radius), RBS (STR+20m); 1 Continuing Charge lasting 3 Turns, Requires a Roll (Malfunction 1d6)
GREYPOWDER HANDGONNES
All cartridges are purchased for a specific type of handgonne.
Weapon Price Mass STR Effect
Handgonne 246s 1.5 10† Piercing: 2d6, +1 STUNx; Beam, Range 70m, RBR, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), -2 RMod, Requires a Roll (Malfunction 1d6)
Heavygonne 333s 3 13† Piercing: 2d6+1, +1 STUNx; Beam, Range 80m, RBR, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), -2 RMod, Requires a Roll (Malfunction 1d6)
Cartridge (H), lead (16) 52s 0.48 Ball, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)
Cartridge (H), copper (16) 12.8s 0.4 Ball
GREYPOWDER LONGBORES
All cartridges are purchased for a specific type of longbore and rifle cartridges will only work in rifles.
Weapon Price Mass STR Effect
Longbore 683s 4.5 15† Piercing: 2 1/2d6, +1 STUNx; 2H, Range 225m, Beam, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Longbore, heavy 866s 6 18† Piercing: 3d6, +1 STUNx; 2H, Range 250m, Beam, 1 Charge, Extra Time (2 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6)
Rifle 770s 3.6 14† Piercing: 2d6, +1 STUNx; 2H, Range 350m, Beam, 1 Charge, Extra Time (3 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6); Rifled: +2 RMod (Must Brace Or Set)
Rifle, heavy 960s 4.8 16† Piercing: 2d6+1, +1 STUNx; 2H, Range 400m, Beam, 1 Charge, Extra Time (3 Phases, Only to Load), Perceivable (Smoke and Sound +4 PER), Requires a Roll (Malfunction 1d6); Rifled: +2 RMod (Must Brace Or Set)
Cartridge (L), copper (16) 19.2s 1.12 — Ball
Cartridge (L), lead (16) 144s 1.6 — Ball, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)
Cartridge (R), copper (16) 24s 1.12 — Bullet, +2 RMod
Cartridge (R), lead (16) 152s 1.6 — Bullet, +2 RMod, +1 DC, Affects Desolidified (Only Works Against Essence (Spirit) Special Effect)
Cartridge (R), steel (16) 48s 0.96 — Bullet, AP; +2 RMod, -1 DC
HAFTED
Random Hit Locations for Hammer, Hatchet, and Sickle are High Shot at no penalty.
Weapon Price Mass STR Effect
Arzhak 67sp 1 11# Slash: 1d6, AP; Tsvergic Handaxe
11## Pierce: 1d6-1 AP (x2); Use Instead Of Slash
Axe 27sp 1.5 10#* Slash: 1d6+1, AP, RBS (STR+10m); 1 1/2H; -1 RMod
Battleaxe 51sp 3 15# Slash: 1 1/2d6, AP; 1 1/2H
Greataxe 96sp 6 19# Slash: 2d6, AP; 2H
Hammer 15sp 0.8 5#* Crush: 1/2d6, +1 STUNx, RBS (STR+15m)
Handaxe 15sp 0.8 10#* Slash: 1d6, AP, RBS (STR+15m); -1 RMod
Hatchet 9sp 0.4 5#* Slash: 1/2d6, AP, RBS (STR+20m); -1 RMod
Nadzhak 143sp 3 11# Crush: 1d6+1, +1 STUNx; 1 1/2H; Tsvergic Warhammer
11## Pierce: 1d6 AP (x2); 1 1/2H; Use Instead Of Crush
Scythe 63sp 5 12 Pierce or Slash: 1 1/2d6; 2H
Sickle 20sp 1 5 Slash: 1d6-1
Tornadzhak 175sp 6 16# Crush: 1 1/2d6, +1 STUNx; 1 1/2H; Tsvergic Battlehammer
16## Pierce: 1d6+1 AP (x2); 1 1/2H
Torzhak 152sp 3.4 11# Slash: 1d6+1, AP; 1 1/2H; Tsvergic Battleaxe
11## Pierce: 1d6, AP (x2); 1 1/2H
Warhammer 56sp 3 10# Crush: 1d6+1, +1 STUNx; 1 1/2H
HEAVY BLADES
Weapon Price Mass STR Effect
Bastard sword 85s 3 12 Slash: 1 1/2d6; 1 1/2H
Broadsword 50s 1.5 10 Slash: 1d6+1
Cutlass 51s 0.9 8 Slash: 1d6
5 Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, weapon hand); Use Instead Of Slash
Falchion 105s 4 15# Slash: 1 1/2d6, +1 STUNx; 2H
Greatsword 150s 6 15 Slash: 2d6; 2H
LANCES
STR Minimum for Lances is the required STR to wield the weapon. For all Lances other than the Skylance, the STR of the horse should be used to determine bonus damage.
Weapon Price Mass STR Effect
Faelariyen Skylance 15s 0.8 6 Pierce: 1d6; Beam, 1 1/2H; Set Versus Charge: Weapon + target’s v/6 damage; Reach: +1m
Lance 68s 4.5 13 Pierce: 1 1/2d6; Only From Horseback; Reach: +2m
Lance, heavy 89s 6 16 Pierce: 2d6; Only From Horseback; Reach: +2m
Lance, light 47s 3 10 Pierce: 1d6+1; Only From Horseback; Reach: +2m
LIGHT BLADES
Random Hit Locations for Dagger, Dirk, Thornblade, and Parry Blade are High Shot at no penalty.
Weapon Price Mass STR Effect
Dagger 17s 0.4 4* Pierce or Slash: 1/2d6, RBS (STR+20m)
Dirk 19s 0.5 5* Slash: 1d6-1, RBS (STR+20m); -2 RMod
Eloren Featherblade 55s 0.7 7 Slash: 1d6; Fragile Blade (DEF 5 BODY 1); +1 OCV Disarm/Hit Locations
Eloren Thinblade 81s 1.35 9 Pierce: 1d6+1; Fragile Blade (DEF 5 BODY 1), Beam; +1 OCV Disarm/Hit Locations
Eloren Thornblade 19s 0.5 5#* Pierce: 1/2d6, AP, RBS (STR+20m); Beam
Loriyen Warblade 48s 0.7 8* Pierce or Slash: 1d6, RBS (STR+15m); +1 OCV Block/Disarm (Only When Paired With Another Warblade, Block vs. HTH Only); -1 RMod
Parryblade 38s 0.45 5* Pierce or Slash: 1/2d6, RBS (STR+20m); +1 OCV Block/Disarm (Block vs. HTH Only); -2 RMod
3 Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, off-hand)
Sabre 71s 1.4 11* Pierce or Slash: 1d6+1, RBS (STR+10m); +1 OCV Block/Disarm (Block vs. HTH Only); -2 RMod
5 Crush: 1d6N; Handguard: Resistant Protection (5 PD/5 ED, Loc 6 Only, off-hand)
Shortsword 29s 1 8* Pierce or Slash: 1d6, RBS (STR+15m); -2 RMod
POLEARMS
Weapon Price Mass STR Effect
Bill 81s 5 14 Slash: 1 1/2d6; 2H; Reach: +1m; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage; +1 OCV Block vs. HTH (Must Be Used 2H)
Billpike 94s 6 18 Slash: 2d6; 2H; Reach: +1m; Set Versus Charge: Full Phase, Weapon + target’s v/6 damage; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage; +1 OCV Block vs. HTH (Must Be Used 2H)
Girzhak 67s 6.8 16# Slash: 1 1/2d6, AP; 2H; Tsvergic Poleaxe
16## Pierce: 1d6+1, AP (x2); 2H; Reach: +1m; Use Instead Of Slash
Halberd 94s 6 17# Slash: 2d6-1, AP; 2H; Set Versus Charge: Full Phase, Weapon + target’s v/6 damage; Unhorse: -1 OCV, Knocks target from saddle for STR/5 + target’s v/10 Normal Damage
Longspear 89s 6 17 Pierce: 2d6; 2H, Beam; Reach: +1m; Set Versus Charge: Weapon + target’s v/6 damage
Prongspear 91s 6 12 Pierce: 1 1/2d6; 2H, Beam; Reach: +1m; +1 OCV Block vs. HTH
Shortspear 26s 1.5 9* Pierce: 1d6+1, RBS (STR+10m)x2; 1 1/2H, Beam; Set Versus Charge: Weapon + target’s v/6 damage; +1 RMod (Must Brace); +1 OCV Block vs. HTH (Must Be Used 2H)
Spear 47s 3 13* Pierce: 1 1/2d6, RBS (STR+5m)x2; 1 1/2H, Beam; Set Versus Charge: Weapon + target’s v/6 damage; +1 RMod (Must Brace); +1 OCV Block vs. HTH (Must Be Used 2H)
Trident 40s 2 10 Pierce: 1 1/2d6, RBS (STR+10m); 1 1/2H, Beam, RP; +1 OCV
THROWN JAVELINS AND SPEARS
Weapon Price Mass STR Effect
Javelin 4s 0.8 8# Pierce: 1d6, RBS (STR+20m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod
Javelin, heavy 7s 1.5 10# Pierce: 1d6+1, RBS (STR+15m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod
Javelin, light 3s 0.4 4# Pierce: 1/2d6, RBS (STR+25m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod
Pilum 12s 3 10# Pierce: 1d6+1, RBS (STR+10m)x2; Beam, 1 Charge (Non-recoverable unless 6 is rolled on 1d6); +1 RMod; Shield Hazard: Drain Shield Powers 6d6 (standard effect: any size shield is useless); Only If It Penetrates Shield PD, Shield Powers Restored If Removed (Takes 3 Phases)
UNARMED AND FIST LOADS
Random Hit Locations for all Unarmed and Fist Load attacks are High Shot at no penalty (kicks are Low Shot at no penalty).
Weapon Price Mass STR Effect
Fist Load 7s 0.5 0 Crush: +1d6N; Can be improvised with -1 OCV
Gauntletspikes 10s 0.25 0 Crush: 1 point; Must Be Added To A Gauntlet; Max Damage 1d6+1
Gauntlet — — 0 Crush: +1d6N, Gauntlet Must Have PD 4 Or More; See Armor for Price/Mass
Rock — 0.5 0 Crush: STR Damage, RBS (STR+20m), -0 to -2 RMod (RMod Depends On Shape)
Sap 5s 1 5 Crush: 3d6N; RP
Unarmed Strike — — 0 Crush: STR Damage
UNCOMMON MELEE WEAPONS
Weapon Price Mass STR Effect
Whip 10s 1 5† Slash: 1/2d6; Reach: +2m (Only To Grab One Limb Or Apply Damage); Whip has DEF 4 BODY 2
UNCOMMON RANGED WEAPONS
Weapon Price Mass STR Effect
Net 17s 3 5 Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage, RBS (STR+5m); 2H, 1 Recoverable Charge, Vulnerable (Slash Damage), Extra Time (Full Phase)
Sling 3s 0.1 var Damage based on missile; 2H to load
Bullet, sling (10) 3s 2.5 5## Crush: 1d6, +1 STUNx, RBS (STR+30m)x2, -1 RMod
Stone, sling (10) — 2.5 5# Crush: 3d6N, RBS (STR+30m), -2 RMod
ARMOR
Armor is sized like Clothing with similar adjustments to Mass and Price. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4.
Barding can be made for horses and has Price x4 and Mass x2.
All armor includes the mass of basic undergarments (e.g. simple shirt, pants, etc.)
LIGHT ARMOR
These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3).
Max Max
Armor Price Mass PD ED DCV DEX BODY Notes
Arming Doublet 77s 6 2 2 9 22 6 Loc 4-18; Layered
Cloth 12s 4 1 1 10 23 5 Loc 4-18; Layered
Leather 71s 7.5 2 2 9 21 6 Loc 4-18
Leather, heavy 110s 10 3 3 8 19 6 Loc 4-18
BRIGANDINE ARMOR
Add an Armor Option to Light Armor to reinforce it. This occurs when it is crafted and such suits of armor are available ready-made. These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3).
Max Max
Armor Option Price Mass PD ED DCV DEX BODY Notes
Studded 85s 3.75 +1 +1 -1 -3 5 Loc 4-18; Steel
Ringed 210s 7.5 +2 +2 -2 -5 6 Loc 4-18; Steel
Scaled 430s 15 +3 +3 -3 -7 7 Loc 4-18; Steel
Banded 780s 30 +4 +4 -4 -9 8 Loc 4-18; Steel
[[END BOX]]
HEAVY ARMOR
Heavy Armor is usually worn over Arming Doublet or Cloth (not included). If worn with an Arming Doublet, increase Normal PD/ED by +2 (no change to Resistant Protection).
These suits of armor include gloves, helm or hood, and boots, covering all Hit Locations except the face (Loc 3). Platemail and Plate armor may include full helms or great helms as the character wishes.
Max Max
Armor Price Mass PD ED DCV DEX BODY Notes
Chainmail 900s 20 5 5 5 13 7 Loc 4-18; Steel
Chainmail, reinforced 1250s 25 5H 5H 5 13 8 Loc 4-18; Steel; Hardened
Platemail 1100s 30 6H 6H 4 11 8 Loc 3-18; Steel; Hardened
Plate Armor 1530s 40 7H 7H 5 13 8 Loc 3-18; Steel; Hardened; Custom Fit
Custom Fit: This armor is designed for a single individual. It may be refit at a price of 1d6x10s with an expert smith (PS: Armorsmith 14-), requiring 8 hours. Otherwise, the wearer is -1 DEX Rolls and -1 DCV.
ARMOR KITS
These are common assemblies of armor, focusing on heavier protection for the torso. These are constructed using the Sectional Defense Limitation (p. XX) and applying the Mass Multiplier to both Mass, Price, and Max DEX/DCV (e.g. torso is x0.4 for Loc 9-13). BODY is determined by the new Mass.
Max Max
Armor Price Mass PD ED DCV DEX BODY Notes
Studded Cloth 56s 5.5 2 2 10 22 5 Covers torso (Loc 9-13); Cloth: 1 PD/1 ED (Loc 4-8, 14-18)
Studded Leather 105s 9 3 3 9 20 6 Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)
Ringed Leather 155s 10.5 4 4 8 19 6 Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)
Scaled Leather 243s 13.5 5 5 8 18 7 Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)
Banded Leather 383s 19.5 6 6 7 17 7 Covers torso (Loc 9-13); Leather: 2 PD/2 ED (Loc 4-8, 14-18)
Chain Shirt 372s 12 5 5 8 19 7 Covers torso (Loc 9-13); Cloth: 1 PD/1 ED (Loc 4-8, 14-18); Add Normal PD/ED +1 to torso
Chain Hauberk 527s 16 5 5 7 18 7 Covers torso and thighs (Loc 9-14); Arming Doublet: 2 PD/2 ED (Loc 4-8, 15-18); Add Normal PD/ED +2 to torso and thighs
Breastplate 758s 23.8 7H 7H 7 18 7 Covers torso and neck (Loc 5, 9-13); Arming Doublet: 2 PD/2 ED (Loc 4-8, 14-18); Add Normal PD/ED +2 to torso and neck
HELMETS
A common configuration is a chain coif and pot helm worn over an armored hood or armored doublet (which includes a hood). Layered, this provides Normal PD/ED +12 against hits to the head, and the chain with pot helmet combination provides Resistant Protection 5 PD/5 ED, Hardened to a good portion of the head (Loc 4), but no coverage for the face (Loc 3). This can be improved by switching to a Full Helm or a Great Helm.
Armor Price Mass PD ED PER BODY Notes
Coif, chain 77s 1.7 5 5 -0 4 Covers head and neck (Loc 4-5)
Gorget 41s 0.9 5 5 -0 3 Covers neck (Loc 5), Layered (Chainmail or less)
Gorget, heavy 67s 1.8 7H 7H -0 4 Covers neck (Loc 5), Layered (Chainmail or less)
Helm, full 68s 1.5 5 5 -1 4 Covers head and neck (Loc 3-5, includes Gorget), Requires a Roll (13- roll); More complete helmet with metal ear flaps; Layered (Chainmail or less); -2 OCV to ignore helmet when targeting Loc 4-5
Helm, great 145s 4 7H 7H -2 5 Covers head and neck (Loc 3-5, includes Gorget), Requires a Roll (13- roll); Helmet that completely encases the head; Layered (Chainmail or less); -2 OCV to ignore helmet when targeting the eyes (Loc 3 – Eyes)
Helm, pot 23s 0.8 5 5 -0 3 Covers head (Loc 4); Simple round helmet with a noseguard; Layered (Chainmail or less)
Hood, armored 65p 0.5 2 2 -0 2 Covers head and neck (Loc 4-5)
ARMOR OPTIONS
Option Price Mass Effect
Gauntlet Lock 18s 0.25 +10 STR; Only To Resist Disarm Attempts, Full Phase to Lock/Unlock; Added to full suits of armor or gauntlets
Shield Spikes 10s 0.5 Bash: +1d6N, STR Min +1
SHIELDS
Any attack which misses the target by an amount equal to the DCV of the shield strikes the shield for standard effect damage (i.e. 3 points per 1d6), halved — most attacks are deflected harmlessly. Any attack that penetrates the shield PD/ED + BODY will cause 1 BODY to the shield (unless the shield was specifically targeted by the attack in order to break it). Attacks with the Limitation Beam cause no damage to the shield when they penetrate.
Metal shields are crafted with light steel plates over a wood or leather frame and are not solid metal.
Shield Cover
The Shield Cover Power allows the character to use the shield for Resistant Protection rather than DCV. The character pulls the shield in to absorb the blow rather than trying to deflect incoming attacks. There is no shield DCV bonus if the shield is being used for Cover. Any attack which strikes the target will strike the shield if the Cover applies. Attacks which penetrate the Resistant Protection provided by Cover cause 1 BODY to the shield (Beam attacks cause 0 BODY), and deliver any remaining damage to the character.
SHIELDS
Select Deflect, Bash, or Cover each Phase as a Zero Phase action. Tower shields only have the choice of Deflect or Cover.
Shields Price Mass STR BODY Effect
Buckler 9s 1.5 4 4 Deflect: +1 DCV vs. HTH; +1 OCV with Block
Bash: +1d6N
Cover: Resistant Protection (4 PD/4 ED); Requires A Roll (9- roll), Limited Coverage (180 degrees), Nonpersistent
Buckler, metal 30s 2.25 6 4 Deflect: +1 DCV vs. HTH; +1 OCV with Block
Bash: 1d6N
Cover: Resistant Protection (6 PD/6 ED); Requires A Roll (9- roll), Limited Coverage (180 degrees), Nonpersistent
Shield, small 24s 3 8 5 Deflect: +1 DCV; +1 OCV with Block
Bash: +2d6N
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Requires A Roll (11- roll), Nonpersistent
Shield, small metal 59s 4.5 11 5 Deflect: +1 DCV; +1 OCV with Block
Bash: +3d6N
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Requires A Roll (11- roll), Nonpersistent
Shield 36s 4.5 11 5 Deflect: +2 DCV; +2 OCV with Block
Bash: +3d6N
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Requires A Roll (13- roll), Nonpersistent
Shield, metal 86s 6.5 15 6 Deflect: +2 DCV; +2 OCV with Block
Bash: +4d6N
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Requires A Roll (13- roll), Nonpersistent
Shield, tower 74s 9 18 6 Deflect: +3 DCV; Max DCV 5, Max DEX 8
Cover: Resistant Protection (4 PD/4 ED); Limited Coverage (180 degrees), Extra Time (Half Phase), Nonpersistent
Shield, tower metal 172s 13 21 7 Deflect: +3 DCV; Max DCV 5, Max DEX 8
Cover: Resistant Protection (6 PD/6 ED); Limited Coverage (180 degrees), Extra Time (Half Phase), Nonpersistent BODY 6, MAX DCV 5, MAX DEX 8
KEY
All Objects
Price:
The price of the item in gold pieces (g), silver pieces (s), copper pieces (p), or iron bits (b). See the text for information on the values of these coins.
Mass: The object’s weight in kilograms (1 kg = 2.2 pounds), unless some other unit of measure is noted.
Notes: Any additional information about the object.
Armor
All armor has the following Limitations:
Focus
(OIF, -1/2),
Real Armor
(-1/4),
Mass
(Normal Mass, -1), and
Limited Stacking
(-1/4). Shields are built as Multipowers and require the character to choose one of three slots (Deflect, Bash, or Cover) each Phase.
PD: Resistant Protection (PD) provided by the armor. H indicates the Resistant Protection is Hardened.
ED: Resistant Protection (ED) provided by the armor. H indicates the Resistant Protection is Hardened.
Max DCV: Maximum DCV Characteristic character can use while wearing this item (only the Characteristic is limited).
Max DEX: Maximum DEX Value character can use while wearing this item.
PER: Penalty to Sight/Hearing PER while wearing the armor.
STR: STR Minimum to use a shield. Reduce the DCV/OCV bonuses for the shield by -1 if the character does not have enough STR. If the STR Minimum is 5 greater than the character’s STR he cannot effectively wield the shield.
BODY: The BODY of the armor should it be attacked. This does not add to the character’s BODY characteristic. Any time the character takes damage, the armor suffers 1 BODY damage unless the attack has the Limitation Beam.
Layered: Armor may be worn with Heavy Armor without penalty.
Stacking Armor: Heavy armors are often layered over light armors. Resistant Defenses from the light armor is added as usual to Normal Defenses but not to other Resistant Defenses. Instead, only the higher of those values is used. (See Limited Stacking p. XX.) The worst Max DCV and DEX value of either armor applies. If the armor does not have the Layered modifier, reduce the Max DCV by -2 and the Max DEX by -4.
Loc: Hit Location number on the Hit Location Table.
All Weapons
1 1/2H: Required Hands (One-And-A-Half-Handed Weapon); +2 STR Minimum to wield One-Handed
2H: Required Hands (Two-Handed Weapon). To wield On-Handed choose one of the following options: Increase the STR Minimum by +5; Increase the STR Minimum by +3 and impose a -1 OCV penalty; Reduce both the damage by -1 Damage Class and -1 OCV plus an additional -1 for each full 5 STR below the STR Minimum. OCV penalties can be off-set by appropriate Penalty Skill Levels.
AP: Armor Piercing
Effect: The weapon’s effects, typically beginning with the amount of Killing Damage the weapon does, unless otherwise specified. Damage types include Slash, Crush, Pierce and others. These damage types are only relevant if the target has different defenses against certain damage types/special effects.
N: Normal Damage
No horse: Characters cannot wield this weapon while mounted (a -1/4 Limitation).
OCV: This is applied as a bonus or penalty against all attacks made with the weapon. OCV bonuses are bought as a 2-point Combat Skill Level with the Limitations Focus (OAF), Required Hands, and Real Weapon. OCV penalties are a minor Side Effect (automatically occurs; -1/2) for the weapon and can be offset with appropriate Penalty Skill Levels.
Only On Horseback: Characters can only wield this weapon while mounted (a -1/2 Limitation)
Range: The maximum range of the weapon.
RBR: Reduced By Range (-1 Damage Class per -2 Range Modifier). RBRx2 loses damage twice as fast (-1 Damage Class per -1 Range Modifier)
RBS: Can be thrown or is muscle-powered; weapon has the Range Based On STR Advantage.
RC: Recoverable Charge
RMod: This represents a modifier to the weapon’s accuracy at Range. Positive values (bought as 1-point Penalty Skill Levels vs. the Range Group with the Focus and Required Hands Limitations) help to offset the standard Range Modifier; RMod can never raise a character’s base OCV, it can only negate penalties. Negative effects are a minor Side Effect (automatically occurs; -1/2) for the weapon and can be offset with appropriate Penalty Skill Levels.
RP: Reduced Penetration. When applied to Normal Damage attacks double Normal Defenses vs. the BODY damage caused by the attack.
STR: STR Minimum. Reduce STR Min by -3 if using two hands with a One-Handed weapon. The Brace Maneuver reduces the weapon’s STR Min by 5.
Every +5 STR over the minimum increases the damage by 1 Damage Class.
#: +6.25 STR required per +1 Damage Class.
##: +7.5 STR required per +1 Damage Class.
###: +8.75 STR required per +1 Damage Class.
†: STR Minimum Doesn’t Add To Damage.
*: plus an additional +1.25 STR required per additional Damage Class (Only When Thrown).
STUNx: This is the STUN Multiplier for Killing Damage. Apply the STUNx modifier to the STUN Multiplier roll (or to the STUNx for the Hit Location struck, if the campaign uses Hit Location rules).
Hand-to-Hand Combat Weapons
All HTH Combat weapons are built as HKAs (or HAs) with the Advantage Reduced Endurance (0 END; +1/2) and the Limitations Focus (OAF; -1), Real Weapon (-1/4), and Strength Minimum (varies). Many also have the Required Hands Limitation.
Ranged Weapons
Ranged weapons are built as RKAs with some or all of the following Limitations: Focus (OAF; -1), STR Minimum (varies), Required Hands (varies), Real Weapon (-1/4), Beam (-1/4), and Charges (indicating the number of rounds of ammunition the average user carries).