Here is my current weapons and armour list
I suggest going to the print options or use pdf or cut n paste it as my renowned ugly layout on this blog came out a bit shitty with the table. Possibly get a better computer shortly.
Arms & Armour lists
Arms are weapons you use to fight enemies or hunt food with
Combat and Fighting and Dying
You roll a D20 vs the target number of the the defenders Armour Class (AC) score
If you succeed you get to roll the weapons damage
The amount you roll comes off the defenders Hit Point (HP) score
At zero HP the wounded defender is unconscious
At negative HP (-1 or worse) you are dying and lose a extra HP per one minute combat round
At -10 HP or an amount = to the characters CON score as a negative number
(choose best score) the character dies
eg Constitution score of 15 means you can keep bleeding until HP are -15 until dead
First aid skill or magic can stop a character losing HP
A normal person gains 1 HP per day plus their constitution bonus if they rest
Without rest they regain this amount per week
First aid skill can stabilise a dying character from losing more HP in a round of care
Healing skills can only be applied once to any amount of wound from battle
Healing skill adds D3 to HP with a hours treatment or 1 HP with a ten minute turn
Herbalist skill helps +1 HP to a healing or first aid and adds D3 to weekly healing
A common cleric spell heals a d8+clerics level score to HP
Special Hits
A Critical hit is scored on a d20 if you have the skill
All fighters have this skill and can increase it
Other classes can take only once
Some weapons have special properties like that allow them to be used for special maneuvers. Entangle, knockback or disarm and some skills allow user to make special maneuvers like knockback that require a hit at -4 or a critical roll to achieve. Fighting a invisible creature or in darkness or blind is such a skill feat.
Arms
This table explains the basics of weapons
Weapon
name of common version
Damage
Some have damage based on range or how close to explosive centre
Many guns can be used as cubs, some can be used as spears with a bayonet (dagger)
RateHow often can be fired or thrown in a round, some cannot be thrown
Many one handed melee weapons can be thrown with non proficiency penalty
You take thrown and melee version of weapon as a seperate proficiency
Range
Short has no penalty, medeum -2, long -4 to hit
Melee weapons have range also
S = short weapons can be used in confined space like wrestling or when swallowed by a monster
M=medeum weapons need at least 3 foot space
L=weapons need at least 5 foot space or more to use
Longer weapons get initiative in first round
Some skills gain aditional advantages for weapon length
Some weapons can act as ranged and melee weapons
Some missile weapons have range as a melee weapon because of the room they need
Ammo
Type of ammo required, some have a number indicating shots fired before reload
Self means the whole weapon is used as one shot missile
Type
Lists hands required to use then the class of weapon proficiency needed to operate the weapon
You can use similar weapons without a new proficiency slot
Specialization is only in one weapon type
Lb
Weight in lb
Gold Pieces
Standard price for weapon
Special Effects Explained
Fire weapons inflict one set of damage then keep burning for a point HP damage per round for usually a d6 rounds. Most creatures or people make a morale roll or they run around panicking possibly to water. If they save they can spend a round putting out the fire. Possibly a servant could put you out while the cool burning warrior keeps up the fight against the undead were dragon.
Explosions radiate damage with amounts of damage within various ranges from where the blast went off. Usually with three damage figures for various ranges in the description. It can be dangerous to carry and fire might set it off easily
Scatter attacks like blunderbuss or shotgun are cone shaped. Such guns can hit more targets in a 5 foot (D3 people) square at mdeum range or a 10 foot square (D6) at long range. Sonic weapons might work like this also.
Black powder is scarce but available from the alchemists guild. It is illegal to sell home made powder or rival products outside the guild market. No smoking, avoid sparks and flame. Avoid getting wet also, weapons often cease to work in rain.
Shell weapons are more advanced and have magazines or revolver chambers for fast fire. The have less problems of flintlocks and matchlocks with water or smoke or difficulty loading. These weapons typically come from other times or dimensions and are rare. Some may still manufacture them like machine ruins.
Energy weapons are even more advanced or even alien tech. Such destructive weapons are considered god like. Use expendable or rechargeable battery clips or hydrogen fuel plasma cells that can be refuelled. They are effective at melting armour and most materials of the pre modern era have half saving throws to resist. Gamma ray guns, xray lasers, masers, pulsars, arc guns, plasma, fusion, sonic disruptions, stunners or blasters and many more exotic energy weapons have been discovered. Usually the state will claim them and control who may have them (10th level typical).
Flexible weapons like whips, flails, chains and exotic martial art weapons might have options like entangle, bypass shield and others
Elfmaids & Octopi Weapons
|
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Weapon
|
Damage
|
Rate
|
Range
|
Ammo
|
Type
|
Lb
|
Gold
Pieces
|
Arquebus
|
D10 (d8)
|
X1/3
|
M 8/16/24
|
Shot
|
2H long gun
|
10
|
1000 5/shot
|
Heavy primitive matchlock rifle,
requires stand that takes one round to set up, a assistant speeds loading by
one round, Fuse is lit with match or with hot coals or other open flame, D8 if used as a 2H club, makes lots of noise and smoke
|
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Axe
Battle
|
D8
|
X1
|
M 1
|
Self
|
1H axe
|
2
|
40
|
A large axe made for combat rather
than chopping wood
|
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Axe
Hand
|
D6
|
X2
|
S 1/2/3
|
Self
|
1H axe
|
1
|
10
|
A small fighting axe or hatchet can be
thrown also, tend to bounce wildly when miss
|
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Blowpipe
Hunting
|
D4
|
X1
|
L 2/4/6
|
Dart
|
2H blowpipe
|
3
|
20 1/dart
|
A long blow pipe almost 2 yards long
that shoots possibly poison foot long darts
|
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Blowpipe
Light
|
1
|
X1
|
S 1/2/3
|
Dart
|
2H blowpipe
|
1
|
1 .1/dart
|
A foot long tube that silently
inflicts only 1hp damage but can deliver poison
|
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Blunderbuss
|
2D4/D4/1
|
X1/3
|
M 1/2/3
|
Shot
|
2H long gun
|
6
|
600 1/shot
|
A coach guard gun, can shoot scrap,
nails, rocks, salt but needs powder. Damage
reduces with range but no range penalties. Medium range can effect two
adjacent targets within 5 feet, long range 3 targets in 10 feet
|
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Bola
|
D4
|
X1
|
1/2/3
|
Self
|
bola
|
-
|
8
|
Two stones linked by leather cord, can
damage or entangle
|
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Bow
Composite
|
D8
|
X2
|
M 8/16/24
|
Arrow
|
2H bow
|
3
|
300 .05/shot
|
Difficult to make powerful bow, quite
compact, requires 13 STR
|
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Bow
Light
|
D4
|
X2
|
S 5/10/15
|
Arrow
|
2H bow
|
1
|
20 .05/shot
|
Small compact easy to store bow can
fit on belt, some use with poison
|
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Bow
Long
|
D8
|
X2
|
L 10/20/30
|
Arrow
|
2H bow
|
4
|
100 .05/shot
|
Huge difficult to use bow for war and
long range, requires 13 STR
|
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Bow
Short
|
D6
|
X2
|
M 2/5/10
|
Arrow
|
2H bow
|
2
|
40 .05/shot
|
Standard easy to make and use bow for
commoners to hunt or in war
|
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Chain
|
D6
|
X1
|
SML 1/2/3
|
Self
|
chain
|
4
|
40
|
A length of chain with weights on end
can be used in melee or as a ranged entangling weapon, can be used at short
or medium or long melee range by skilled user requires 13 STR and DEX
|
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Chainsword
|
2d6
|
X1
|
L
|
Self
|
2H blade
|
12
|
800+20 fuel
|
Rare ancient melee weapon can saw
through doors, trees, fuel lasts 20 minutes, requires 13 STR
|
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Chakra
|
D6
|
X2
|
S 2/4/6
|
Self
|
1H chakra
|
½
|
10
|
Razor sharp disc may be stacked for
easy storage or concealment, requires 13 DEX
|
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Club
|
D6
|
X2
|
M 1/2/3
|
Self
|
1H club
|
1
|
4
|
A common wooden club, some decorated
and used as throwing weapons also
|
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Crossbow
Pistol
|
D4
|
X1
|
1/3/5
|
Bolt
|
2H crossbow
|
1
|
200 1/shot
|
A rare compact missile weapon, can be
fired one hand but requires two to reload
|
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Crossbow
Heavy
|
D10
|
X1/3
|
5/10/20
|
Bolt
|
2H crossbow
|
12
|
350 .1/shot
|
Can be carried loaded, used for siege,
requires hand cranked pulleys to load
|
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Crossbow
Light
|
D6+1
|
X1
|
3/5/10
|
Bolt
|
2H crossbow
|
3
|
100 .1/shot
|
Can be carried loaded, easily cocked
with mechanism, popular for city guards
|
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Crossbow
Medium
|
2d4
|
X1/2
|
4/8/16
|
Bolt
|
2H crossbow
|
8
|
200 .1/shot
|
Can be carried loaded and ready, requires
tool to pull back string to load with foot in stirrup on end,
|
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Crossbow
Repeater
|
D6
|
X2
|
2/4/8
|
10 Bolts
|
2H crossbow
|
4
|
600 1/load
|
Exotic crossbow with a hopper that bolts
are dropped in, each pull of lever fires a shot and reloads, takes a round every
10 shots to load or helper can drop in while shooting uninterrupted
|
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Dagger
|
D4
|
X2
|
S 1/2/3
|
Self
|
1H short blade
|
½
|
20
|
Large often foot long blade for
fighting or survival
|
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Dart
|
D3 x3
|
X3
|
S 2/4/6
|
Self
|
1H spear
|
1
|
10
|
Yard long pointed sticks with feathers
on end for rapidly throwing, often used to incapacitate shields by sticking
in and reducing effectiveness, easy to carry and throw
|
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Dragonfire
Tube
|
2d6
|
X1/3
|
L 1/2/4
|
Fuel 1
|
2H flamer
|
12
|
800+10 fuel
|
A primitive flaming oil sprayer often
decorated as a dragon, uses piston to squirt liquid, keeps burning for 1d6
rounds taking one damage per round, victim can spend round extinguishing with
a DEX save
|
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Dynamite
Bundle
|
6D6
|
X1/3
|
M 1/2/3
|
Self
|
2H -
|
6
|
1200
|
Explosive bundle of dynamite for
demolitions, 6d6 within 1”, 3d6 up to 2” inches, 1d6 up to 3” radius
|
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Dynamite
Stick
|
D6
|
X1/2
|
S 1/3/5
|
Self
|
2H -
|
1
|
200
|
Explosive bundle of dynamite for
demolitions, d6 within 1” radius
|
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Energysword
|
3d6
|
X1
|
M
|
Self
|
1H blade
|
1
|
3000+300 clip
|
High tech hand grip with stud when
pressed makes a three foot long blade of fire, clip lasts 10 minutes
|
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Flail Great
|
D10
|
L
|
Self
|
2H Flail
|
6
|
85
|
|
Iron shod staff with a linked spiked
articulated head, often used by peasant soldiers
|
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Flail
|
D6
|
X1
|
M 1
|
Self
|
1H Flail
|
2
|
10
|
Two cord or chain linked pieces of
wood used to thresh grain and sometimes fight, requires 13 DEX
|
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Flail
Military
|
2d4
|
M 1
|
Self
|
!H Flail
|
4
|
75
|
|
A spiked ball or several attached to a
haft. On a roll of 1 to hit strike self or ally, requires 13 STR and DEX
|
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Flamer
|
3d6
|
X1
|
L 2/5/7
|
Fuel
|
2H flamer
|
60
|
3000+140 fuel
|
Advanced flame thrower backpack, keeps
burning for 1d6 rounds taking one damage per round, victim can spend round
extinguishing with a DEX save. Can spray fuel without igniting then set off
whole lot with last shot, will use up oxygen in confined spaces, weapon
vulnerable to fire attacks explodes for d6 per shot left
|
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Flaming
Oil Bomb
|
2d4
|
X1/2
|
S 1/2/3
|
Self
|
2H thrown
|
2
|
20
|
A bottle of fuel with a fuse that must
be lit before throwing, keeps burning for 1d6 rounds taking one damage per round,
victim can spend round extinguishing with a DEX save, for 50 you can get a
holy version
|
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Flintlock
Musket
|
D6+1
|
X1/2
|
M 6/9/15
|
Shot
|
2H long gun
|
4
|
400 1/shot
|
Blackpowder fire arm, can be used as a
club or with a bayonet as a spear, noisy and makes smoke
|
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Flintlock
Pistol
|
D6
|
X1/2
|
S 3/6/9
|
Shot
|
1H handgun
|
4
|
400 1/shot
|
Black powder pistol often carry
several at a time, can be used as clubs
|
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Flintlock
Pocket
|
D4
|
X1
|
1/2/3
|
Shot
|
1H handgun
|
1
|
500 1/shot
|
Tiny concealable pistol can be hidden
in sleeve, some have multiple barrels which doubles the cost per barrel up tp
six, other guns may have one extra barrel
|
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Grenade
Frag
|
3/2/1D6
|
X1/2
|
S
3/6/9
|
Self
|
1H thrown
|
1
|
300
|
Pull pin and throw explodes on target
start of following round, target can save or flee. Within 1” 3D6 damage, 2D6
within next inch and on D6 up to three inches
|
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Grenade
Gas
|
-
|
X1/2
|
S
3/6/9
|
Self
|
1H thrown
|
1
|
100-300
|
Pull pin and throw explodes on target
start of following round, target can save or flee. Smoke 100gp, knock
out gas 300gp, tear gas 100gp, vomit
gas 200gp, poison 300gp, plague 300gp, other exotic types possible
|
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Grenade
Incendiary
|
2D6+
|
X1/2
|
S
3/6/9
|
Self
|
2H thrown
|
1
|
300
|
Pull pin and throw explodes on target
start of following round, target can save or flee, targets in 2” take 2D6
flame or D6 next inch. Those inside 2” keep burning for 1d6 rounds taking one
damage per round, victim can spend round extinguishing with a DEX save
|
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Grenade
Iron
|
2D4/D4
|
X1/2
|
1/2/3
|
Self
|
2H thrown
|
1
|
100
|
Cast iron ball with fuse full of black
powder, light fuse and throw explodes on target start of following round,
target can save or flee, targets in 1” take 2D4 next inch take D4
|
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Holy
Water
|
2d4
|
X1
|
S 1/2/3
|
Self
|
1H Thrown
|
1
|
30
|
Small bottle of blessed water can harm
any undead or evil planar creatures hit directly or splash several within 5
feet for d4. Unholy water heals beings of evil instead and harms good planar
beings
|
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Javelin
|
D6
|
X2
|
M 3/5/7
|
Self
|
1H spear
|
2
|
20
|
A small spear made to be thrown great
distances usually before enemy gets close, carry 3 in off hand
|
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Knife
|
D3
|
X3
|
S 1/2/3
|
Self
|
1H short blade
|
.1
|
10
|
Small blade mostly a tool for cutting
food and work but compact and concealable. Throwing versions available also.
Often the only acceptable weapon in public
|
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Laser
Pistol
|
2d6
|
2
|
10/50/100
|
Clip 10
|
1H handgun
|
2
|
3000 300/clip
|
Advanced technology of the ancients
fires a coloured ray, rare and fragile, hard to recharge
|
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Laser
Pistol Heavy
|
5d6
|
1
|
20/75/150
|
Cell 10
|
1H handgun
|
4
|
10 000 1k/cell
|
A rarer and more powerful laser used
by military, tougher can melt locks, uses ancient hydrogen fuel cell
|
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Laser
Rifle
|
2d8
|
2
|
50/150/300
|
Clip 10
|
2H long gun
|
6
|
4500 450/clip
|
Advanced technology of the ancients
fires a coloured ray, rare and fragile, hard to recharge
|
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Laser
Rifle Heavy
|
7d6
|
1
|
100/300/1k
|
Cell 10
|
2H long gun
|
8
|
12 000 2k/cells
|
A rarer and more powerful laser used
by military, tougher can melt locks, uses two ancient hydrogen fuel cells
|
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Lasso
|
-
|
X1
|
1/2/3
|
Self
|
2H lasso
|
1
|
5
|
Used to entangle, often by farmers and
horsemen on cattle, can be deadly if lasso rider has rope tied to horse and
jolts entangled person or drags them for extra d6 damage for initial fall d3
per round being dragged
|
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Mace
|
D8
|
X1
|
M 1
|
Self
|
1H club
|
2
|
30/100
|
A simple metal headed war club, more
expensive are solid metal, spiked or flanged inflict 2d4 and weigh 4lb
|
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Maul
|
D10
|
-
|
L
|
Self
|
2H polearm
|
8
|
40
|
Iron shod war staff with spike covered
heavy head or more common workers tool for smashing rocks
|
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Pistol
Heavy
|
3D4
|
1
|
S 3/6/10
|
Shell 6
|
1H handgun
|
4
|
4000 20/shot
|
A huge pistol in revolver or automatic
configuration with seven shot clips
|
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Pistol
Medeum
|
2D4
|
2
|
S 2/4/8
|
Shell 10
|
1H handgun
|
2
|
2000 10/shot
|
Standard automatic pistol with clips
but revolver version with six shots common also
|
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Pistol
Small
|
D4
|
3
|
S 1/2/4
|
Shell 10
|
1H handgun
|
1
|
1000 5/shot
|
Compact pocket defence automatic
pistol but revolver version with six shots common also
|
|||||||
Polearm
|
D10
|
-
|
L
|
Self
|
2H polearm
|
4
|
50
|
Covers a vast variety of hafted
weapons with axe, spear or sword like heads, some have hooks to trip or
disarm, some have spear heads to set against a charge, requires 13 STR and 13
DEX with entangling versions
|
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Powder
Keg
|
5D6
|
X1/2
|
M
|
Self
|
2H -
|
12
|
300
|
A black powder keg that can have fuse
lit and rolled or dropped or placed to explode start of following round or
more with longer fuse. Does 5d6 within 1”, 4d6up to 2”, 3d6 up to 3”, 2d6 up
to 4”, 1d6 up to 5”. A nearby target can spend action to save or flee if they
see the keg. Noisy and makes lots of smoke
|
|||||||
Power
Mace
|
10d6
|
X1
|
M
|
Self
|
1H club
|
4
|
12000+1k cell
|
A hand held rod with a stud when
pressed produces a crackling energy globe that smashes through armour plate,
a deadly weapon of the ancients and fairly fragile with power for 10 minutes
with hydrogen fuel cell
|
|||||||
Rifle
Automatic
|
2D6
|
X10
|
M 3/5/20
|
Shell 20
|
2H long gun
|
10
|
8000 25/shot
|
Ancient military weapon, larger
magazines available but cost more and rarer. Larger machine gun weight 20 and
has belt or cassette drums with 50 shots and cost double but only fire full
rate burst fire, an assistant with a machine gun allows constant reloading.
Weapon jams if roll a 1 to hit requiring repairs
|
|||||||
Rifle
Hunting
|
2D6
|
X2
|
M 5/10/50
|
Shell 10
|
2H long gun
|
8
|
2500 25/shot
|
Ancient 4 foot long hunting rifle, can
be used as club or spear, range drops to 3/5/20 if sights damaged
|
|||||||
Rifle
Sniper
|
3D6
|
X1
|
M 10/50/100
|
Shell 6
|
2H long gun
|
12
|
5000 50/shot
|
Ancient rifle 5 feet long for shooting
megafauna or light vehicles. range drops to 3/5/20 if sights damaged
|
|||||||
Rifle
Survival
|
D6
|
X3
|
M 3/5/20
|
Shell 10
|
2H long gun
|
6
|
1500 15/shot
|
A light short carbine 3 foot long,
some versions have folding stock or brake up and can be stored in stock
|
|||||||
Rock
|
D3 x3
|
X3
|
S
|
Self
|
1H Thrown
|
½
|
.1
|
Common fist sized stones that can be
thrown by anybody
|
|||||||
Shield
Buckler
|
D4
|
X1
|
S 1
|
Self
|
1H shield
|
1
|
25
|
A small plate sized shield that allows
user to hold another item in hand. Some hold with dagger or with a two handed
weapon, or use them to punch with. Some have spikes. +1 AC vs melee
|
|||||||
Shield
Large
|
D6
|
S
|
Self
|
1H shield
|
4
|
40
|
|
Knight, hopolite or viking type shield
used by professional warrior. Can be interlocked and provides better cover
for allies vs arrows, even if slung on the back, +1 AC +2 vs arrows
|
|||||||
Shield
Target
|
D4
|
X1
|
S 1
|
Self
|
1H shield
|
2
|
20
|
A small shield often used by common
soldiers, easy to carry or sling on back +1 AC vs melee and missile
|
|||||||
Shield
Tower
|
D6
|
S
|
Self
|
1H shield
|
8
|
60
|
|
Huge shield providing complete cover
often used in sieges. Sometimes even carried by one person to protect archer
or others behind them, +2AC or +4 vs missiles, bulky but can be used on horse,
requires 13 STR
|
|||||||
Shotgun
|
3/2/1 D4
|
1
|
M 1/3/5
|
Shell 5
|
2H long gun
|
8
|
3000 10/shot
|
A defensive or hunting weapon. Damage reduces with range but no range
penalties. Medium range can affect two adjacent targets within 5 feet, long
range 3 targets in 10 feet. Can use 2d4 slugs which act more like rifle. Variants
include sawn off with only short range, break open with only one shot ½ fire
rate, double barrelled which are break open types but each has separate
barrel to fire one or both rounds. Military ones have 10 or more shots with
drum or magazines and even automatic ones. Some exotic ammo possible too
|
|||||||
Shuriken
|
D3
|
X3
|
1/2/3
|
Self
|
shuriken
|
.1
|
5
|
Tiny sometimes poisoned throwing
weapons in a variety of shapes, requires 13 DEX
|
|||||||
Sling
|
D4 stone
D6 slug |
X1
|
3/6/12
|
Stone
Slug |
sling
|
.1
|
1 +.05 Stone
1 Slug |
Common folk weapon for hunting but
deadly. Typically throw stones but deadlier with more expensive lead shot.
Some also heat clay bullets for incendiary effects
|
|||||||
Sling
Staff
|
D6 stone
D8 slug |
X1
|
5/10/150
|
Stone
Slug |
sling
|
½
|
5 1 stone
1 slug |
A deadlier heavier sling that can hurl
half bricks, often used in sieges
|
|||||||
SMG
|
2d4
|
x20
|
S 1/4/10
|
Shell 20
|
2H long gun
|
6
|
6000 10/shot
|
Ancient military weapon, larger
magazines with 40 or 50 available but cost more and rarer and +1 Lb. Jams on
a roll of one requiring repairs. Can set to normal fire with two shots per
round. Often have folding stocks. Rare larger or smaller calibre versions
fire d4 or rarer still fire 3d4 shells (+1 Lb)
|
|||||||
Spear
|
D8
|
X1
|
L 1/2/3
|
Self
|
1H spear
|
2
|
10
|
A common weapon for hunters and
soldiers, 2 yards long has advantage of reach and cheap, plus the standard spear
can be thrown as enemy closes
|
|||||||
Spear
Long
|
D10
|
-
|
L
|
Self
|
2H polearm
|
3
|
40
|
A long over 10 foot long spear that
can still be used with a shield even though two handed, some even longer and
iron shod (16 foot long pike), also used on horseback as a lance, used en
mass very effective to set vs cavalry or charging opponents. Requires 13 STR
|
|||||||
Staff,
Iron
|
D8
|
-
|
L
|
Self
|
2H polearm
|
3
|
50
|
A metal clad heavy staff for war
requires 13 STR
|
|||||||
Staff,
Wood
|
D6
|
-
|
L
|
Self
|
2H polearm
|
2
|
5
|
Common wood staff can be used with a
bundle or as a walking stick so not treated as a weapon by law
|
|||||||
Stick
|
D4
|
X2
|
S 1/2/4
|
Self
|
1H club
|
½
|
1
|
A yard long thin club used for
beatings or by children or small weak creatures and not a serious weapon of
war. Some hunters throw them into legs of running creatures to trip them
(make a entangle attack), they are easy to find and you can carry a bundle or
6 in one hand easily
|
|||||||
Sword
|
D8
|
X1
|
M 1
|
Self
|
1H blade
|
3
|
50/100
|
Come in many shapes and forms, mostly 3 foot long, a
standard military weapon useful for beheadings. With a 13 STR can use a
bastard or long sword for 2d4 damage with cost of 100, four foot long and 4lb
|
|||||||
Sword
Great
|
D10
|
X1
|
L
|
Self
|
2H blade
|
6
|
100
|
A huge 5 or 6 foot long sword often handy to break
through walls of spears and shields, requires 13 STR
|
|||||||
Sword
Rapier
|
D6
|
X1
|
M 1
|
Self
|
1H blade
|
2
|
50
|
A light 4 foot long sword with good reach requires
13 DEX
|
|||||||
Sword
Short
|
D6
|
X1
|
S 1
|
Self
|
1H short blade
|
1
|
30
|
A smaller more compact 2 foot long sword but more
easily carried and concealed
|
|||||||
Unarmed
Brawling |
D2
D3 |
S
SM |
Self
Self |
None
Brawling
|
|||
Unarmed kick, bite, punch, slap or
headbutt anyone can use if unarmed.
With a brawling skill you can inflict more damage and reach further A 3gp brass knuckles lets a unskilled person inflict a D3 .1Lb +1 with brawling A 10gp cestus or punching knife or scissors unskilled inflicts a D4 1Lb |
|||||||
Whip
|
D3
|
X1
|
1
|
Self
|
1H Whip
|
1
|
5
|
A entangling weapon also good to grab
things, punish and cause pain, can be used like a melee or short ranged
missile weapon Requires 13 DEX, if you roll a 1 whip yourself or close friend
|
Armour
This explains the basics of armour and armour class AC
Armour type profile gives AC score, the modifiers to base movement rate and the price
Standard armours
No Armour AC1 Move 12 What wizard types use, anyone can use by default
Leather Armour AC13 Move 12 30gp What thieves use
Mail Armour AC15 Move 9(-3) 60gp What Clerics use
Plate Armour AC17 Move 6(-6) 300gp What Warrior use
Expanded Armour
Non Armour types
No Armour AC10 Move 12
Cloth AC11 Move 12 1gp
Padded AC12 Move 12 10gp
Light Armour types
Leather Armour AC13 Move 12 30gp
Ring or Scale 14 Move 9(-3) 45gp
Medium Armour
Mail Armour AC15 Move 9(-3) 60gp
Cloth AC11 Move 12 1gp
Padded AC12 Move 12 10gp
Light Armour types
Leather Armour AC13 Move 12 30gp
Ring or Scale 14 Move 9(-3) 45gp
Medium Armour
Mail Armour AC15 Move 9(-3) 60gp
Banded 16 Move 6(-6) 120gp
Heavy Armour
Heavy Armour
Plate Armour AC17 Move 6(-6) 300gp
Full Plate 18 Move 9(-3) 1000gp
Tech Armour
Jumpsuit AC11 Move 12 100gp basic bodysuit with belt, ready to have tech jacked in
Explorer suit AC12 Move 12 250gp heavier padded suit with temperature regulation
Ballistic cloth AC13 Move 12 600gp bullet resistant cloth suit, is a anti energy silver version
Flak suit AC14 Move Move 12 1000gp military light combat dress to resist explosives
Riot Armour AC15 Move 9 1500gp bullet resistant semi rigid plastic police armour
Polymer Armour AC16 Move 9 2000gp rigid plastic armour for infantry
Reactive Armour AC17 Move 6 3000gp armour that reacts to impact and absorbs energy
Space Armour AC18 Move 6 5000gp armour designed for space armour covers a light duty suit
Molecular Plate armour AC19 Move 9 10000gp monomolecular crystalline mesh with rigid plates
Powered Space Marine armour AC20 Powered armour with weapon hardpoints and 18 STR
Dwarves base move is 9 not 12 but they get no MOV penalties for armour
A small species like gnome, hobbit, goat, miniature pony or normal dog can spend half
Huge dog or goat or nomad pony or small cow or dolphin same as a human
Warhorse or bull or polar bear costs triple
Ogre x5
Elephant x10
Basic Armour class plus the characters DEX bonus
Possible modifiers to attackers roll
like weapon type and range from attacker Short - or Medium-2 or Long-4
Weather conditions -1 to -4 from rain or overcast to volcano or hurricane
Light conditions -1 to -4 from dusk or glaring to pitch black
Cover -1 to -4 from tall grass or bush to stone tower with arrow slits
Non proficiency mod for weapons unskilled in based on specific class
Damaged or broken or inferior weapon -1 to -4 also reduces damage
Victim asleep or unaware or ambushed +2 or +4 if a thief
Magical plus of a weapon +1-+5 to hit and damage
Spell effect +1 or more to hit and damageSpealist proficiencies for skill can add ddamage
STR bonus on melee attacks to hit and damage
DEX bonus on missile attacks
Level or HD of enemies give hem a to hit bonus, with monsters it is always +1/HD
Firing into a group +1-4 shoot at several people a gang or squad or army not specific individual
Equipment
Tools of the murder hobo trade
Money
1pp = 5gp = 20sp = 200cp100 coins weigh 1lb
16.25 coins weigh a ounce
Standard Coins
PP platinum from the north 5pp = 1gp
GP gold from the empire to the south
EP epsilon from exile island 2ep=1gp
SP silver from the east 20sp=1gp
CP copper from the west 200cp=1gp
Special Ounce Coins about 1/16th of an pound
Platinum ounce = 180gp or 1lb of platinum = 2880gp
Gold ounce = 36gp or 1lb of gold = 576gp
Elecrtum ounce = 18gp or 1lb of electrum = 288gp
Silver ounce = 7gp or 1lb of silver = 112gp
Copper ounce = .2gp or 1lb of copper = 3.2gp
Other exotic currencies
Paper money from the secret empire worth 300 silver or 15gp
Hell money turns up occasionally and accepted double gold vaue
Clay tablet worth 30lb (talent of silver) worth 3000gp
Ancient lead coins from
Light
range in inches, see that far again but dimly
Candle 1" diameter of light for 2 hours, can stick on helmet 1gp box of 20 small
Large candle 2" diameter of light for 24 hours 1gp
Torch 2" diameter of light 1gp for box of 10
Clay lamp 2" diameter Bottle of oil lasts 8 hours 1gp
Miners Headlamp 2" cone lasts 4 hours per unit of oil 3gP
Storm lamp or miners lamp 3" cone or diameter lasts 2 hours for 5gp
Electric torch 1" cone one hour per battery 50gp or some hand cranked 75gp
Flash light 3" cone one hour per battery, holds 4-6 batteries 100gp
Oil flask 1lb 2gp
Chemical batterey .5lb 10gp
Storage
Sack holds 10 lb 1gp
Sack hold 50 lb 2gp
Sack holds 100 lb 3gp
Satchel 20 lb 4gp
Toolbelt 10 lb 10gp
Belt pouch 2lb 1gp
Purse 1lb 1gp
Backpack 40lb 5gp
Bottle 1lb 1gp
Keg 30lb 5gp
Barrel 120lb 10gp
Cup 1cp+
Bowl 1cp+
Wineskin 4lb 1gp
Holy Supplies
Holy Symbol .1 if metal or 1Lb wood 25gp
Holy water 1Lb 30gp
Holy water sprinkler 1Lb 10gp
Silver bucket for holy water 1Lb 20gp
Holy oil for rubbing, a drop for a spell or holy napalm 1Lb 50gp
Sheet music or prayer scroll 10gp
Prayer book .5Lb 100gp
Holybook 2Lb 500gp
Funeral urn 1gp+
Painted wooden icon 20gp
Small saintly body part in reliquary container 100gp
Burial 1sp cheap 1gp nice 10gp posh 100gp fancy 1000gp noble
Cure Light Wounds 100gp
Small clay or wood idol 1Lb or less 1gp
Large clay or wood idol 60Lb or less 10gp
Wooden grave memorial 1gp
Stone grave memorial 10gp
Wood coffin 2gp
Wood fancy sarcophabi 100gp
Stone Statuette 10lb 50gp
Stone Statue 200lb 500gp
Menhir, needle or monolith 1000gp
Robes 1gp
Fancy robes 30gp
High priest robes100gp
Medical Suplies
First aid dressings 1cp per batch used in a first aid
Herbalist supplies 1sp per use or find your own in forest or grow own
Leech 1sp
Bleeding kit 1gp
Syringe 3gp
Surgeons tools 25gp
Garlic 1/2Lb 1cp scares vampires
Mistletoe 1/2Lb 1sp used as druidic holy symbol ten uses worth, also treats poison
Mandrake 1/2Lb 1gp used by wizards for fertility or luck potions (+1) but poison
Holy Moly bunch gp protects +1 vs magic once, halucinations, amnesia, delusions
Wolves Bane bunch 10gp scares were beasts and treats lycanthropy
Mugwart bunch 1gp anti insecticide and +1 on a save vs spirit possession or attack
Healing Potion D6 HP 1Lb 100gp
Sleeping Drug CON save 1/2Lb 20gp ten doses, edible or injected types
Poison Drug CON save+2 1/2Lb 40gp ten doses, edible or injected types
Tools
Crowbar 4lb 10gp
Hammer 2lb 2gp
Iron Spikes 10 per Lb 1cp
Iron Nails 100 per lb 1gp
Bucket of paint 1gp
House painters brush 1gp
Sighnwriters brush 20gp
Quill 1gp
Ink bottle 2gp
20 sheets of vellum 1gp
200 sheets or cheap paper 1gp
Writing sets 1lb 5gp with pen, paper, wax, seal, quill, ink in box
Cargo Hook 1gp
Awlspike 1lb 1gp
Hand Saw 1lb 4gp
Hand Drill 2lb 8gp
Rope per 24lb half inch supports 1 tonne 200 yards 12gp or 1gp per 50 foot
Chain 1lb and gp per foot
Manacls with lock 5gp
Bolted on manacles 1gp
Cord per 100 yards 1gp
Sewing kit 4gp
Cooking stove and several pots 10lb 25gp
Lock pick set 25gp
Tinderbix 3gp
Match 1cp each or box of 10 for silver
Lighter 30gp
Wooden Pole 10 foot 1gp
Grooming Supplies
See this previous post on clothers
Filthy beggars or peasant rags 1cp
Commoners outfit with trews and shirt or dress and cloth hat 1sp
Merchant or crafters sunday clothes 1gp
Posh well to do outfit with ruffs, codpiece, curly shoes, the works10gp
Noble court clothes 100gpComb 1gp
Brush 12gp
Hand mirror 25gp
Cosmetic tin 1gp
Wig 12gp
Pig gut condom 1gp for tiny tin of 4
Fake moustache set 1gp
Disguise kit 2lb 25gp
Makeup kit 1lb 12gp
Eyepatch 1gp
Chastity belt 25gp or 40gp with secret release mechanism
Ring copper 1sp silver 10gp gold 50gp
Arm band copper 1gp silver 20gp gold 50gp
Necklace leather or cord 1gp copper 5pg silver 30gp gold 100gp
Torc or crown copper 20gp silver 300gp gold 1000gp
Cheap razor 1sp
Folding cutthroat razod D3 Damage 3gp
Soap 1cp
Electric razor 100 shaves on a battery 1Lb 40gp
Cheap Murder Hobo Vice and Vittles
Wine 4lb 1gp cup for a silver
Beer 4lb sp cup for a copper
Spirits 1lb gp cup for ep
Betel nut 1/2Lb for 1sp for 100 chews - mild stimulant
Tea Leaves 1/2Lb for 1gp for 100 teas cup for a copper
Coffee beans 1/2lb for 1gp for 10 cup for silver - mild stimulant
Coca Leaves 1/2Lb for 1gp for 100 chews or teas copper a cup - mild stimulant
Tobbaco pouch 1/2Lb for 1sp for 10 smokes - stimulant
Opium resin block 1/2Lb for 5gp for 10 smokes - dreamy
Hash resin block 1/2Lb for 2gp for 10 smokes - relaxing
Shroom Dust 1/Lb for 5gp for 10 smokes helps comune with spirits
Soma 1Oz (1/16Lb) 1gp for one smoke - legal only for priests and nobles
Black lotus 1Oz (1/16Lb) 50gp for one smoke - illegal
China or wood pipe 1gp
Fancy Hookah 1gp
Cheap dinner like porridge, stew, bread n cheese, sausage and mash, sandwich 1cp
Good food like a mix grill, steak, 4 course meal, leg of meat, pie, chicken, kebab 1sp
Rich food like bear paws, goose, buffet feast, boars penis, suckling piglet 1gp
Wooden articylated toy 2gp
Stuffed leather ball 1gp
Pretty posies 1sp
Fabulous floral arangement 1gp
Honeycake or bun or sweet dumpling1cp
Bag of candy or tart or fruitcake o r nutloaf 1sp
Gourmet novelty cake 1gp
Painting (x2 if smut or illegal subject) small 10g medeum 50gp huge 300gp
Pornographic print or scroll 1gp
Flagellation receiving 1cp giving 1sp fancy flogging automaton 1gp
Knee tremble, filthy ally sex standing fully clothed 1cp
Cheap bordello or graveyard prostitute for night 1sp
Classy mistress per day 1gp
Demonic drug orgy party 10gp CON save or die
Tech Armour
Jumpsuit AC11 Move 12 100gp basic bodysuit with belt, ready to have tech jacked in
Explorer suit AC12 Move 12 250gp heavier padded suit with temperature regulation
Ballistic cloth AC13 Move 12 600gp bullet resistant cloth suit, is a anti energy silver version
Flak suit AC14 Move Move 12 1000gp military light combat dress to resist explosives
Riot Armour AC15 Move 9 1500gp bullet resistant semi rigid plastic police armour
Polymer Armour AC16 Move 9 2000gp rigid plastic armour for infantry
Reactive Armour AC17 Move 6 3000gp armour that reacts to impact and absorbs energy
Space Armour AC18 Move 6 5000gp armour designed for space armour covers a light duty suit
Molecular Plate armour AC19 Move 9 10000gp monomolecular crystalline mesh with rigid plates
Powered Space Marine armour AC20 Powered armour with weapon hardpoints and 18 STR
Dwarves base move is 9 not 12 but they get no MOV penalties for armour
A small species like gnome, hobbit, goat, miniature pony or normal dog can spend half
Huge dog or goat or nomad pony or small cow or dolphin same as a human
Warhorse or bull or polar bear costs triple
Ogre x5
Elephant x10
Basic Armour class plus the characters DEX bonus
Possible modifiers to attackers roll
like weapon type and range from attacker Short - or Medium-2 or Long-4
Weather conditions -1 to -4 from rain or overcast to volcano or hurricane
Light conditions -1 to -4 from dusk or glaring to pitch black
Cover -1 to -4 from tall grass or bush to stone tower with arrow slits
Non proficiency mod for weapons unskilled in based on specific class
Damaged or broken or inferior weapon -1 to -4 also reduces damage
Victim asleep or unaware or ambushed +2 or +4 if a thief
Magical plus of a weapon +1-+5 to hit and damage
Spell effect +1 or more to hit and damageSpealist proficiencies for skill can add ddamage
STR bonus on melee attacks to hit and damage
DEX bonus on missile attacks
Level or HD of enemies give hem a to hit bonus, with monsters it is always +1/HD
Firing into a group +1-4 shoot at several people a gang or squad or army not specific individual
Equipment
Tools of the murder hobo trade
Money
1pp = 5gp = 20sp = 200cp100 coins weigh 1lb
16.25 coins weigh a ounce
Standard Coins
PP platinum from the north 5pp = 1gp
GP gold from the empire to the south
EP epsilon from exile island 2ep=1gp
SP silver from the east 20sp=1gp
CP copper from the west 200cp=1gp
Special Ounce Coins about 1/16th of an pound
Platinum ounce = 180gp or 1lb of platinum = 2880gp
Gold ounce = 36gp or 1lb of gold = 576gp
Elecrtum ounce = 18gp or 1lb of electrum = 288gp
Silver ounce = 7gp or 1lb of silver = 112gp
Copper ounce = .2gp or 1lb of copper = 3.2gp
Other exotic currencies
Paper money from the secret empire worth 300 silver or 15gp
Hell money turns up occasionally and accepted double gold vaue
Clay tablet worth 30lb (talent of silver) worth 3000gp
Ancient lead coins from
Light
range in inches, see that far again but dimly
Candle 1" diameter of light for 2 hours, can stick on helmet 1gp box of 20 small
Large candle 2" diameter of light for 24 hours 1gp
Torch 2" diameter of light 1gp for box of 10
Clay lamp 2" diameter Bottle of oil lasts 8 hours 1gp
Miners Headlamp 2" cone lasts 4 hours per unit of oil 3gP
Storm lamp or miners lamp 3" cone or diameter lasts 2 hours for 5gp
Electric torch 1" cone one hour per battery 50gp or some hand cranked 75gp
Flash light 3" cone one hour per battery, holds 4-6 batteries 100gp
Oil flask 1lb 2gp
Chemical batterey .5lb 10gp
Storage
Sack holds 10 lb 1gp
Sack hold 50 lb 2gp
Sack holds 100 lb 3gp
Satchel 20 lb 4gp
Toolbelt 10 lb 10gp
Belt pouch 2lb 1gp
Purse 1lb 1gp
Backpack 40lb 5gp
Bottle 1lb 1gp
Keg 30lb 5gp
Barrel 120lb 10gp
Cup 1cp+
Bowl 1cp+
Wineskin 4lb 1gp
Holy Supplies
Holy Symbol .1 if metal or 1Lb wood 25gp
Holy water 1Lb 30gp
Holy water sprinkler 1Lb 10gp
Silver bucket for holy water 1Lb 20gp
Holy oil for rubbing, a drop for a spell or holy napalm 1Lb 50gp
Sheet music or prayer scroll 10gp
Prayer book .5Lb 100gp
Holybook 2Lb 500gp
Funeral urn 1gp+
Painted wooden icon 20gp
Small saintly body part in reliquary container 100gp
Burial 1sp cheap 1gp nice 10gp posh 100gp fancy 1000gp noble
Cure Light Wounds 100gp
Small clay or wood idol 1Lb or less 1gp
Large clay or wood idol 60Lb or less 10gp
Wooden grave memorial 1gp
Stone grave memorial 10gp
Wood coffin 2gp
Wood fancy sarcophabi 100gp
Stone Statuette 10lb 50gp
Stone Statue 200lb 500gp
Menhir, needle or monolith 1000gp
Robes 1gp
Fancy robes 30gp
High priest robes100gp
Medical Suplies
First aid dressings 1cp per batch used in a first aid
Herbalist supplies 1sp per use or find your own in forest or grow own
Leech 1sp
Bleeding kit 1gp
Syringe 3gp
Surgeons tools 25gp
Garlic 1/2Lb 1cp scares vampires
Mistletoe 1/2Lb 1sp used as druidic holy symbol ten uses worth, also treats poison
Mandrake 1/2Lb 1gp used by wizards for fertility or luck potions (+1) but poison
Holy Moly bunch gp protects +1 vs magic once, halucinations, amnesia, delusions
Wolves Bane bunch 10gp scares were beasts and treats lycanthropy
Mugwart bunch 1gp anti insecticide and +1 on a save vs spirit possession or attack
Healing Potion D6 HP 1Lb 100gp
Sleeping Drug CON save 1/2Lb 20gp ten doses, edible or injected types
Poison Drug CON save+2 1/2Lb 40gp ten doses, edible or injected types
Tools
Crowbar 4lb 10gp
Hammer 2lb 2gp
Iron Spikes 10 per Lb 1cp
Iron Nails 100 per lb 1gp
Bucket of paint 1gp
House painters brush 1gp
Sighnwriters brush 20gp
Quill 1gp
Ink bottle 2gp
20 sheets of vellum 1gp
200 sheets or cheap paper 1gp
Writing sets 1lb 5gp with pen, paper, wax, seal, quill, ink in box
Cargo Hook 1gp
Awlspike 1lb 1gp
Hand Saw 1lb 4gp
Hand Drill 2lb 8gp
Rope per 24lb half inch supports 1 tonne 200 yards 12gp or 1gp per 50 foot
Chain 1lb and gp per foot
Manacls with lock 5gp
Bolted on manacles 1gp
Cord per 100 yards 1gp
Sewing kit 4gp
Cooking stove and several pots 10lb 25gp
Lock pick set 25gp
Tinderbix 3gp
Match 1cp each or box of 10 for silver
Lighter 30gp
Wooden Pole 10 foot 1gp
Grooming Supplies
See this previous post on clothers
Filthy beggars or peasant rags 1cp
Commoners outfit with trews and shirt or dress and cloth hat 1sp
Merchant or crafters sunday clothes 1gp
Posh well to do outfit with ruffs, codpiece, curly shoes, the works10gp
Noble court clothes 100gpComb 1gp
Brush 12gp
Hand mirror 25gp
Cosmetic tin 1gp
Wig 12gp
Pig gut condom 1gp for tiny tin of 4
Fake moustache set 1gp
Disguise kit 2lb 25gp
Makeup kit 1lb 12gp
Eyepatch 1gp
Chastity belt 25gp or 40gp with secret release mechanism
Ring copper 1sp silver 10gp gold 50gp
Arm band copper 1gp silver 20gp gold 50gp
Necklace leather or cord 1gp copper 5pg silver 30gp gold 100gp
Torc or crown copper 20gp silver 300gp gold 1000gp
Cheap razor 1sp
Folding cutthroat razod D3 Damage 3gp
Soap 1cp
Electric razor 100 shaves on a battery 1Lb 40gp
Cheap Murder Hobo Vice and Vittles
Wine 4lb 1gp cup for a silver
Beer 4lb sp cup for a copper
Spirits 1lb gp cup for ep
Betel nut 1/2Lb for 1sp for 100 chews - mild stimulant
Tea Leaves 1/2Lb for 1gp for 100 teas cup for a copper
Coffee beans 1/2lb for 1gp for 10 cup for silver - mild stimulant
Coca Leaves 1/2Lb for 1gp for 100 chews or teas copper a cup - mild stimulant
Tobbaco pouch 1/2Lb for 1sp for 10 smokes - stimulant
Opium resin block 1/2Lb for 5gp for 10 smokes - dreamy
Hash resin block 1/2Lb for 2gp for 10 smokes - relaxing
Shroom Dust 1/Lb for 5gp for 10 smokes helps comune with spirits
Soma 1Oz (1/16Lb) 1gp for one smoke - legal only for priests and nobles
Black lotus 1Oz (1/16Lb) 50gp for one smoke - illegal
China or wood pipe 1gp
Fancy Hookah 1gp
Cheap dinner like porridge, stew, bread n cheese, sausage and mash, sandwich 1cp
Good food like a mix grill, steak, 4 course meal, leg of meat, pie, chicken, kebab 1sp
Rich food like bear paws, goose, buffet feast, boars penis, suckling piglet 1gp
Wooden articylated toy 2gp
Stuffed leather ball 1gp
Pretty posies 1sp
Fabulous floral arangement 1gp
Honeycake or bun or sweet dumpling1cp
Bag of candy or tart or fruitcake o r nutloaf 1sp
Gourmet novelty cake 1gp
Painting (x2 if smut or illegal subject) small 10g medeum 50gp huge 300gp
Pornographic print or scroll 1gp
Flagellation receiving 1cp giving 1sp fancy flogging automaton 1gp
Knee tremble, filthy ally sex standing fully clothed 1cp
Cheap bordello or graveyard prostitute for night 1sp
Classy mistress per day 1gp
Demonic drug orgy party 10gp CON save or die
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