Weapons
Weapon |
Offence |
Cost |
Notes |
Requirements |
Unarmed |
Might-1 |
- |
Punch, kick, headbutt or choke |
- |
Knuckle Dusters |
Might |
1 |
- |
- |
Spiked Gauntlet |
Might |
5 |
- |
Basic (2) Might |
Shield Bash |
Might |
Cost of Shield |
Striking with the edge or centre |
Basic (2) Might |
Studded Whip |
Might |
4 |
Can attack or entangle |
Humble (3) Might |
Club |
Might+1 |
1 |
- |
- |
Hunting Knife |
Might+1 |
2 |
- |
- |
Dagger |
Might+2 |
3 |
- |
- |
Mace |
Might+3 |
10 |
- |
Humble (3) Might |
Short Sword |
Might+3 |
10 |
- |
Basic (2) Might |
Spear |
Might+3 |
4 |
- |
Basic (2) Might |
Long Sword |
Might+4 |
15 |
- |
Humble (3) Might |
Flail / Morning Star |
Might+4 |
12 |
- |
Competent (4) Might |
Large Weapons
These require both hands to use effectively.
Large Weapon |
Offence |
Cost |
Requirements |
Staff |
Might+2 |
2 |
Basic(2) Might |
Great Club |
Might+3 |
2 |
Humble (3) Might |
Long Spear |
Might+4 |
7 |
Competent (4) Might |
Glaive / Pole-Arm |
Might+5 |
10 |
Competent (4) Might |
Bastard Sword |
Might+5 |
30 |
Fair (5) Might |
Halberd |
Might+6 |
15 |
Competent (4) Might |
Great Axe |
Might+6 |
40 |
Good (6) Might |
Great Sword |
Might+6 |
50 |
Good (6) Might |
Ranged Weapons
Ranged Weapon |
Offence |
Cost |
Notes |
Sling |
Might+1 |
2 |
Range 40/80/160 |
Short Bow |
Might+2 |
20 |
Range 50/100/150 |
Composite Bow |
Might+3 |
50 |
Range 60/120/180 |
Long Bow |
Might+4 |
100 |
Range 70/140/210 |
Hand Crossbow |
7 |
50 |
Range 20/40/60 |
Light Crossbow |
9 |
80 |
Range 60/120/180 |
Heavy Crossbow |
11 |
150 |
Range 80/160/240 |
Shuriken/ Throwing Spike/ Dart |
Might-1 |
1 |
Range 10/20/30 |
Throwing Knife |
Might+1 |
7 |
Range 10/20/30 |
Throwing Axe |
Might+2 |
12 |
Range 10/20/30 |
Throwing Hammer |
Might+2 |
10 |
Range 10/20/30 |
Javelin |
Might+3 |
3 |
Range 20/30/40 |
Blowgun |
d3 |
5 |
Range 10/20/30 |
Bola |
Might + Entangle |
4 |
Range 12/24/26 |
Net |
Entangle |
2 |
Range 2/4/6 |
Armour
Armour provides the wearer with a Defense (DEF) value. When the Hero (or Monster) takes physical damage they may reduce the damage by the armour's Defense value.
For Eample: Rastan the Barbarian is wearing a set of chain mail armour (DEF 3, Heavy Armour). Rastan has been hit by a sword in battle and has taken 7 points of damage. Rastan may reduce the damage by 3 (because of the Chain Mail Armour) and so will only have to reduce his Health Points (HP) by 4.
ARMOUR TYPES
Light Armour
This includes, Padded Armour, Leather Armour, Shields, Helmets
Has no negative effects.
For Eample: Rastan the Barbarian is wearing a set of chain mail armour (DEF 3, Heavy Armour). Rastan has been hit by a sword in battle and has taken 7 points of damage. Rastan may reduce the damage by 3 (because of the Chain Mail Armour) and so will only have to reduce his Health Points (HP) by 4.
ARMOUR TYPES
Light Armour
This includes, Padded Armour, Leather Armour, Shields, Helmets
Has no negative effects.
Armour Type |
Defence |
Cost |
Requirements |
|
None |
- |
- |
- |
|
Padded Armour |
1 |
6 |
- |
|
Leather Armour |
1 |
10 |
- |
|
Shield |
+1 |
7 |
Basic (2) Endurance |
Medium Armour
Furs or Hide, Hardend or Studded Leather, Ring Mail, Scale Mail
The wearer has reduced STATS -1 to AGILITY, MAGIC,ROUGERY, CARRY
Furs or Hide, Hardend or Studded Leather, Ring Mail, Scale Mail
The wearer has reduced STATS -1 to AGILITY, MAGIC,ROUGERY, CARRY
Heavy Armour
Chain Mail, Splint Mail, Banded Mail, Plate Mail
The wearer has reduced STATS -2 to AGILITY, MAGIC,ROUGERY, CARRY
Chain Mail, Splint Mail, Banded Mail, Plate Mail
The wearer has reduced STATS -2 to AGILITY, MAGIC,ROUGERY, CARRY
Armour Type |
Defence |
Cost |
Requirements |
None |
- |
- |
- |
Padded Armour |
1 |
6 |
- |
Leather Armour |
1 |
10 |
- |
Furs or Hide |
1 |
3 |
Basic (2) Endurance |
Hardened or Studded Leather |
2 |
30 |
Humble (3) Endurance |
Ring Mail |
2 |
50 |
Humble (3) Endurance |
Scale Mail |
3 |
100 |
Humble (3) Endurance |
Chain Mail |
3 |
75 |
Competent (4) Endurance |
Splint Mail |
4 |
150 |
Competent (4) Endurance |
Banded Mail |
4 |
200 |
Fair (5) Endurance |
Plate Mail |
5 |
600 |
Good (6) Endurance |
Shield |
+1 |
7 |
Basic (2) Endurance |
Helmet |
Crit Avoid |
6 |
- |
General Equipment
Equipment - Cost - Notes
Quiver of Arrows (1 Dozen) - 3GP - Used for all bows and cross bows
Quiver of Silver Arrows - 10GP - A dozen silver tipped arrows
Clove of Garlic - 5GP - Useful for repelling Vampires
Grappling Hook - 2GP - To reach those hard to get places
Rope (20 metres) - 1GP - to keep yourself secure
Small Hammer - 1GP - Off Mgt+1 A useful tool
Holy Water - 25GP - Off 15 verses Undead creatures
Glass Vial - 10 GP - To keep specimens or make potions
(5) Iron Spikes - 1GP - To hammer a point home
Steel Mirror - 10GP - To keep up appearances
Standard Ration - 1GP - To fill the belly
Iron Ration - 2GP - Preserved food
Lantern - 10GP - To shed some light on the subject
Flask of Oil - 10GP - Off 16 To heat up a situation
Tinder Box - 1GP - There`s no fire without the spark
Torch - 1GP - Off MGT+1 A bright idea
Water Skin (10 Gulps) - 1GP - To quench your thirst
Water Canteen (5 Gulps) - 1GP - To take a sip
Flagon of Ale - 2GP - To celebrate
Wolve`s Bane - 10GP - To hold off Lycanthropes
Flute - 2GP - To play a tune
Lute - 12GP - To strum a song
Canvas Tent - 20GP - Fits 1 Human (Heavy Item, takes up 2 item slots)
Change of Clothes - 2GP - For those social occasions
Scroll Case - 1GP - Stores documents & scrolls
Healing Items
Makeshift Bandages - Restores 1HP on an Easy Healing Test
Bandages - 1GP - Restores 2HP on an Easy Healing Test (Light item, 3 Make up 1 Item)
Healing Herbs - 5GP - Restores 3HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Healing Balm - 10GP - Restores 4HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Healing Salve - 20GP - Restores 5HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Quiver of Arrows (1 Dozen) - 3GP - Used for all bows and cross bows
Quiver of Silver Arrows - 10GP - A dozen silver tipped arrows
Clove of Garlic - 5GP - Useful for repelling Vampires
Grappling Hook - 2GP - To reach those hard to get places
Rope (20 metres) - 1GP - to keep yourself secure
Small Hammer - 1GP - Off Mgt+1 A useful tool
Holy Water - 25GP - Off 15 verses Undead creatures
Glass Vial - 10 GP - To keep specimens or make potions
(5) Iron Spikes - 1GP - To hammer a point home
Steel Mirror - 10GP - To keep up appearances
Standard Ration - 1GP - To fill the belly
Iron Ration - 2GP - Preserved food
Lantern - 10GP - To shed some light on the subject
Flask of Oil - 10GP - Off 16 To heat up a situation
Tinder Box - 1GP - There`s no fire without the spark
Torch - 1GP - Off MGT+1 A bright idea
Water Skin (10 Gulps) - 1GP - To quench your thirst
Water Canteen (5 Gulps) - 1GP - To take a sip
Flagon of Ale - 2GP - To celebrate
Wolve`s Bane - 10GP - To hold off Lycanthropes
Flute - 2GP - To play a tune
Lute - 12GP - To strum a song
Canvas Tent - 20GP - Fits 1 Human (Heavy Item, takes up 2 item slots)
Change of Clothes - 2GP - For those social occasions
Scroll Case - 1GP - Stores documents & scrolls
Healing Items
Makeshift Bandages - Restores 1HP on an Easy Healing Test
Bandages - 1GP - Restores 2HP on an Easy Healing Test (Light item, 3 Make up 1 Item)
Healing Herbs - 5GP - Restores 3HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Healing Balm - 10GP - Restores 4HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Healing Salve - 20GP - Restores 5HP on a Moderate Healing Test (Light item, 3 Make up 1 Item)
Crafting and Adventuring Kits
The following kits are designed for use by Heroes in the field. They contain a few basic tools bundled together in a small leather roll-up kit. Each kit takes up 1 standard gear slot in a Hero's Gear section
Alchemist's Kit - 50gp (3 Uses)
This kit contains 3 small stoppered glass bottles, some chemical reagents, tongs, powders, mortar and pestle. There is enough here to attempt the creation of 3 potions.
Blacksmith's Kit - 30gp
This kit contains a small hammer, tongs, some rivets, small metal plates and a whetstone. This only suitable for making ad-hock repairs to dented shields, bent or chipped swords and lightly damaged armour. Weapon or armour crafting from scratch will require a fully equiped forge.
Camping Kit - 3gp
This contains a small bedroll, blanket, cooking pot, cup and spoon. Enough to keep someone comfortable during cool nights in the outdoors.
Climbing Kit - 8gp
This contains some climbing chalk, rope, pitons, a small mallet, wooden pulley, and climbing spikes.
Disguise Kit - 15gp (5 Uses)
In this bundle there is a wig, some basic make-up, a large cloak and some stick-on facial hair.
Fletcher's Kit - 2gp (enough for 12 Arrows)
Contains a small sharp knife, feathers, twine, wax, a sall file and a dozen metal arrow-heads. A successful fletcher who can locate suitable material for the arrow shafts, could make up to a dozen arrows with this kit.
Fishing Kit - 2gp
A few hooks, some line, a float and small weights. Suitable to try an catch a meal from the nearest river - providing there are any fish there!
Forgery Kit or Writing Kit - 25gp (Enough for 3 Uses)
A quil, small various coloured bottles of ink, parchment, ceramic stamps and a few coloured candles.
Healers Kit 30gp (Enough for 5 Uses)
This handy kit contains various herbs, ointments and salves, along with some bandages and cloths.
Leather-crafters Kit 12gp
A sharp knife, varoius large needles, leather stips, small metal punches, small metal rings,rivets and twine are contained in this kit.
Lock-smithing Kit - 25gp
A collection of lock-picks, files, and other small delicate tools suitable for opening locks on rusty dungeon doors and treasure layden chests.
Trap-crafting Kit - 10gp (SIngle Use)
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for creating devious traps for the un-suspecting monster. The Hero will describe the type of trap they want to construct and the GM with set the difficulty and trap's effects.
Trap-springer's Kit - 15gp
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for disarming the numerous, devious traps set for the sharp-eye adventurer.
Tailors Kit - 2gp
A few needles, some yard or thread, a small sharp kinfe and a few random pices of cloth. Enough to patch up some breaches or mend that hole in your cloak, or perhaps to knock up a bag out of that dead goblin's, blood-stained tunic?
Wood-crafter's Kit - 10gp
Contains a small saw, chisel, file, whittling knife and twine. Suitable for carving your own club, staff or wooden figurine. Maybe the more patient and skilled could even attempt to craft their own bow?
Please see the Crafting Section for more ideas and inspiration on Crafting
The following kits are designed for use by Heroes in the field. They contain a few basic tools bundled together in a small leather roll-up kit. Each kit takes up 1 standard gear slot in a Hero's Gear section
Alchemist's Kit - 50gp (3 Uses)
This kit contains 3 small stoppered glass bottles, some chemical reagents, tongs, powders, mortar and pestle. There is enough here to attempt the creation of 3 potions.
Blacksmith's Kit - 30gp
This kit contains a small hammer, tongs, some rivets, small metal plates and a whetstone. This only suitable for making ad-hock repairs to dented shields, bent or chipped swords and lightly damaged armour. Weapon or armour crafting from scratch will require a fully equiped forge.
Camping Kit - 3gp
This contains a small bedroll, blanket, cooking pot, cup and spoon. Enough to keep someone comfortable during cool nights in the outdoors.
Climbing Kit - 8gp
This contains some climbing chalk, rope, pitons, a small mallet, wooden pulley, and climbing spikes.
Disguise Kit - 15gp (5 Uses)
In this bundle there is a wig, some basic make-up, a large cloak and some stick-on facial hair.
Fletcher's Kit - 2gp (enough for 12 Arrows)
Contains a small sharp knife, feathers, twine, wax, a sall file and a dozen metal arrow-heads. A successful fletcher who can locate suitable material for the arrow shafts, could make up to a dozen arrows with this kit.
Fishing Kit - 2gp
A few hooks, some line, a float and small weights. Suitable to try an catch a meal from the nearest river - providing there are any fish there!
Forgery Kit or Writing Kit - 25gp (Enough for 3 Uses)
A quil, small various coloured bottles of ink, parchment, ceramic stamps and a few coloured candles.
Healers Kit 30gp (Enough for 5 Uses)
This handy kit contains various herbs, ointments and salves, along with some bandages and cloths.
Leather-crafters Kit 12gp
A sharp knife, varoius large needles, leather stips, small metal punches, small metal rings,rivets and twine are contained in this kit.
Lock-smithing Kit - 25gp
A collection of lock-picks, files, and other small delicate tools suitable for opening locks on rusty dungeon doors and treasure layden chests.
Trap-crafting Kit - 10gp (SIngle Use)
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for creating devious traps for the un-suspecting monster. The Hero will describe the type of trap they want to construct and the GM with set the difficulty and trap's effects.
Trap-springer's Kit - 15gp
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for disarming the numerous, devious traps set for the sharp-eye adventurer.
Tailors Kit - 2gp
A few needles, some yard or thread, a small sharp kinfe and a few random pices of cloth. Enough to patch up some breaches or mend that hole in your cloak, or perhaps to knock up a bag out of that dead goblin's, blood-stained tunic?
Wood-crafter's Kit - 10gp
Contains a small saw, chisel, file, whittling knife and twine. Suitable for carving your own club, staff or wooden figurine. Maybe the more patient and skilled could even attempt to craft their own bow?
Please see the Crafting Section for more ideas and inspiration on Crafting
Carrying Equipment and Movement
Please see the details on gear, carrying and movement in the Hero Stats and Skills section