Weapons and Armor

Melee Weapons

Simple melee weapons use STR as their stat, but are less effective than light or heavy weapons. Light melee weapons rely more on finesse than force, using DEX as their stat, while heavy melee weapons use STR. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. All throwable weapons have a range of 1 (see ranged weapon rules below). A variety of situations involving melee weapons can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.

 

Situation Effect
Untrained Disadvantaged; cannot use MPs with weapon.
Under D4 STR Using Heavy Weapon Disadvantaged.
Small Stature Using Heavy Weapon Disadvantaged.
Short Weapon When Parrying Disadvantaged.
Unbalanced Weapon When Parrying Disadvantaged.
Stabbing Weapon vs. Unliving TargetDisadvantaged.
Short vs. Regular or Long Weapon Target gets opportunity attack first, unless grabbed.
Regular vs. Long Weapon Target gets opportunity attack first, unless grabbed.
Mounted Attack vs. Ground Target Advantaged if weapon is not short or 2H.

 

Attack Simple Melee Weapons   Cost
STR-2 Unarmed Strike
Any punch, kick, etc. Short, non-lethal.
------
STR-2 Small Rock, Bottle, Tool
Any small improvised weapon. Throwable, short.
1 Hand---
STR-1 Large Rock, Chair
Any large improvised weapon. Unbalanced.
2 Hands---
STR-1 Short Spear, Trident
Throwable.
1 Hand3-5 Silver
STR-1 Staff
Includes farming implements.
2 Hands1-2 Silver
STR-1 Short Club
Any simple blunt weapon. Short.
1 Hand1-2 Silver
STR Large Club
Unbalanced.
2 Hands2-3 Silver

 

Attack Light Melee Weapons   Cost
DEX-2 Knife, Dagger
Throwable, free to ready, short.
1 Hand2-5 Silver
DEX-1 Small Axe, Kukri
Throwable, short.
1 Hand3-5 Silver
DEX-1 Short Sword, Rapier, Saber
Any decent-sized light bladed weapon.
1 Hand2-20 Gold
DEX-1 Fighting Net
No damage, disarms or entangles with hit. Throwable.
1 Hand1-2 Silver
DEX-2 Bullwhip
Can disarm with an extra action on a hit, cannot parry.
1 Hand2-3 Silver
DEX-2 Long Chain
Can grapple with an extra action on a hit. Unbalanced.
2 Hands3-5 Silver

 

Attack Heavy Melee Weapons   Cost
STR Battleaxe, Mace, Hammer, Flail
Unbalanced.
1 Hand1-5 Gold
STR Broadsword, Longsword, Bastard Sword
Any 1H heavy blade.
1 Hand5-20 Gold
STR+1 Greataxe, Maul, Warhammer, Long Flail
Unbalanced.
2 Hands2-10 Gold
STR+1 Greatsword, Claymore
Any 2H heavy blade.
2 Hands10-50 Gold
STR Long Spear, Pike, Lance
Long when used 2H or mounted.
1 Hand or
2 Hands
1-2 Gold
STR Halberd, Glaive, Pole Axe, Ranseur, Scythe
Any heavy polearm. Long.
2 Hands3-5 Gold

 

Ranged Weapons

Ranged weapons use DEX as their stat. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. Ranged weapons are two-handed if not stated otherwise (and reloading always takes two hands). Note that firearms are not black powder weapons; they are extremely complex alchemical devices, using rubies as ammunition (which are the same size for all firearms) and must always be single-shot weapons. A variety of situations involving ranged weapons can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.

 

Situation Effect
Untrained Disadvantaged; cannot use MPs with weapon.
Under Required STR or INT Disadvantaged.
Unaimed Disadvantaged if a minor action is not used to aim.
Mounted and Moving Disadvantaged.
Arrow/Bolt/Dart vs. Unliving TargetDisadvantaged.
Enemies in Same Region Enemies get opportunity attack before you attack.
Reloading Reloading requires one or more minor actions.

 

Range Effect
Point Blank Same Region No mininum DEF, no penalty for unaimed fire.
Short Up to 1x listed range. Target has minimum DEF of D4.
Medium Up to 2x listed range. Disadvantaged, target has minimum DEF of D8.
Long Up to 3x listed range. Disadvantaged, target has minimum DEF of D12.
Extreme Up to 4x listed range. Disadvantaged, target has minimum DEF of D16.
Maximum 4x listed range. Shots cannot be made past this range.

 

Attack Bows   Cost
DEX-1 Short Bow
Requires 1 action to reload.
Range 31-2 Gold
DEX Recurve Bow
Requires D4 STR, 1 action to reload.
Range 45-10 Gold
DEX+1 Long Bow
Requires D6 STR, 1 action to reload.
Range 515-30 Gold

Ammunition (arrows) are 1-2 copper each.

 

Attack Crossbows   Cost
DEX-2 Hand Crossbow
Requires 1 action to reload, 1 hand.
Range 25-10 Gold
DEX Light Crossbow
Requires 2 actions to reload.
Range 42-5 Gold
DEX+1 Heavy Crossbow
Requires D4 STR, 2 actions to reload.
Range 55-10 Gold
DEX+4 Ballista
Requires D6 STR, 3 actions to reload, not portable.
Range 850-100 Gold

Ammunition (bolts) are 1-2 copper each (silver for ballista).

 

Attack Firearms   Cost
DEX-1 Alchemist's Derringer
Requires D4 INT, 1 action to reload, 1 hand.
Range 1100-200 Gold
DEX Alchemist's Pistol
Requires D6 INT, 1 action to reload, 1 hand.
Range 3500-1000 Gold
DEX+1 Alchemist's Rifle
Requires D8 INT, 1 action to reload.
Range 62000-5000 Gold

Ammunition (ruby bullets) are 5-10 gold each.

 

Attack Other   Cost
DEX-2 Blowpipe
Poison attack vs. FOR, 2 actions to reload.
Range 11-2 Silver
DEX-1 Sling
Uses rocks for ammunition, 1 action to reload.
Range 22-5 Copper

Ammunition for blowpipes (darts) are 1-2 copper each.

Armor and Shields

Your passive defense (DEF) is based on your FOR die, modified by your armor type. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. Small shields, such as bucklers, do not count as armor, but can be used to parry (using DEX with no modifier). A variety of situations involving armor can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.

 

Situation Effect
Untrained Disadvantaged on all physical attacks, physical defenses, and movement; cannot use MPs for those actions.
Under Required STR Disadvantaged on all physical attacks, physical defenses, and movement.
Armor-Based DEX Limit Your effective DEX (and therefore APs) is limited to a maximum based on the type of armor being used (see below).

 

Die Armor Type Limit Cost
FOR-2 Unarmored
Normal clothes, partial hard leather.
None1-10 Silver
FOR-1 Unarmored + Shield
Unarmored plus a full shield.
None+2-10 Gold
FOR-1 Light Armor
Full hard leather, partial chain or scale.
None1-5 Gold
FOR Light Armor + Shield
Light armor plus a full shield.
D12 DEX+2-10 Gold
FOR Medium Armor
Requires D4 STR. Full chain or scale, partial plate.
D10 DEX20-50 Gold
FOR+1 Medium Armor + Shield
Medium armor plus a full shield.
D8 DEX+2-10 Gold
FOR+1 Heavy Armor
Requires D6 STR. Full plate, heavy chain, or heavy scale.
D6 DEX200-500 Gold
FOR+2 Heavy Armor + Shield
Heavy armor plus a full shield.
D4 DEX+2-10 Gold

Weapon and Armor Quality

Equipment is assumed to be of normal quality and made out of normal materials. Rank one adventurers are assumed to be able to get whatever normal equipment they need (weapons, armor, rope, lanterns, food, etc.) and do not generally have to worry about money for basic needs. Weapons, shields, and armor can be made of rare materials for at least 10 times the normal cost. Ironwood can be used for wooden weapons and shields, while mithril can be used for metal weapons, armor, and shields. Monster hides can be used for leather armor, while dragon scales can be used for scale armor. Normal clothing that acts as light armor can even be made from spider silk (and does not look like armor). Normal firearms are already made of ironwood and mithril, which is why they cost so much.

Using rare materials increases the DEX limit for armor by one rank, and makes it very hard to break weapons (i.e., fumbles will not cause them to break and normal adventuring hazards such as fire, prying open doors, etc. will not either). Characters do not start with rare items, but at rank two will usually begin to get them (at the GM’s discretion).