Showing posts with label fighter. Show all posts
Showing posts with label fighter. Show all posts

Monday, 8 July 2019

d100 Mercenary Company Missions







Mercenary companies are a well established institution and help bring peace by making war so expensive few can afford the mercenaries needed to win. Such companies have colourful names and reputations and strict oaths of obedience and honour. Mercenaries are not suicidal and will demand more pay if the odds become poor. One of the worst cases is mercenaries of the same large organisation ends up fighting old friends or allies or other branches. Yes sometimes as a mercenary you get asked to do horrible things. Lawful Good mercenaries are hard to find.

d100 Mercenary Company Missions

01 Guard a payroll over night as regular guards were poisoned
02 Protect a merchant caravan visiting regional villages
03 Guard a warehouse from criminals for the night
04 Bodyguard a visiting noble youth inspecting the town
05 Prevent a gang of extortionists threatening a street of shop keepers
06 Guard a door of a exclusive noble party
07 Plotters plan to rush a gatehouse so a wanted fugitive can leave town and extra hidden guards are needed
08 A noble fears peasants want to kill them and requires extra guards for a few days
09 Someone has been stealing booze from a nobles cellar and they wants guards to catch them
10 A small band of robbers in the woods have been hording up travellers, bring them toi justice 
11 A robber knight has a cave lair in a forest has been attacking local noles estates and they want him killed
12 Bandits hold a woman hostage and the family want them all dead 
13 A noble has orcs living in a old ruin on his property and wants the vermin exterminated
14 Dark elves tormented local farmers with undead animals and cruel tricks and the lord wants them exterminated
15 Thieves who stole from the company have holed up in a ruined tower and the treasure must be recovered and the criminals made to pay
16 A noble needs troops to deal with his bastard brother attempting to extort the family and threatening their good name, he lairs with a criminal gang in a bandit tunnel complex
17 Bandits keep using jurisdictional borders to escape law enforcers and the sherrif and magistrate need company to slaughter them
18 Men are needed to work on a ship and surprise pirates who have been persecuting the shipping clan
19 A gang has offended too many nobles who have called for extermination of them and provide the gang house location
20 Rival nobles having a border skirmish need mercenaries to destroy they other sides men at arms
21 Treasure in a wild area needs recovering and party are to assist nobles scribe with map recover it
22 Strange murderer harassing family of a nobles, need guards and killer stopped 
23 Men are needed to over see a duel as seconds of one of the parties
24 Hunting grounds of a estate have a unwelcome monster scaring game, remove it please
25 Clan of cannibals living in old mine need to be driven out and captured or killed
26 Town wants all feral dogs killed, becoming too common and getting confident to attack and steal
27 Tax collector requires extra muscle when visiting a recalcitrant fishing village 
28 Adventurers are avoiding paying tax, escort the tax collector to a famous dungeon entrance and charge adventurers when exiting with loot
29 A noble has had title and land stripped but wont leave the estate, go and evict them 
30 A wizard killed his mercenaries to avoid paying them but the guild remembers, get the money plus fees for killing company members or kill him and take the money
31 A cult hired some mercenaries to clear out a ruin for them but now wont pay and the mercenaries instead have joined them. Go get out money and punish the oath breakers 
32 A cult operating in the hills ha murdered someone important and local lord wants them all killed or captured for public execution
33 A robber knight has taken a ruined fortress and has used it as a base, go kill him and ruin the fort so nobody else gets the same idea
34 A fortified frontier village have declared independence, their patron upset about his investment want leaders rounded up and this nonsense stopped
35 Bandits stole a payroll chest and the employer wants it recovered and bandits killed, also find out if bandits had a inside informant
36 A ruined castle dungeon used as a prison has rioted and have valuable hostages inside who need to be recovered
37 Orcs kidnapped a labouring crew and have them enslaved expanding their dungeon, go rescue the men and punish the orcs
38 A troll is charging travellers to cross a bridge and that is the nobles income! Go drive off the troll
39 Adventurers need some extra muscle in a dungeon, if they show signs of trying to treat you like cannon fodder or expendable kill them all
40 Mercenaries guarding a wizard exploring a cave disappeared, see if there are any signs of them
41 Mercenaries are required to assist slavers raiding islands for cheap labour
42 A dragon is charging taxes to locals and charming village leaders to comply, that income belongs to the aristocracy and mercenaries are to kill the dragon and return stolen loot
43 Border nobles are feuding, offer your services to various houses and camp in area, eventually one side will pay your high fees for a fight then start a bidding war for your services 
44 A knight killed his hostages who could not pay but the families pooled together to hire mercenaries to claim his head and burn down the manour house
45 Church needs some relics recovered and devotees have failed, go claim the relics and be assured killing thieves is the work of the gods
46 A ship captain has found a island of rich savages and needs help to take the loot, really he wants to enslave them and become ruler and will burn the ship on arrival
47 A former member stole company funds and fled into a dungeon complex to hide out from the law. Show them our reach is unstoppale
48 A noble refused to pay after his adventurers proved overly costly. Go and join existing force and make them pay
49 A borderland fortified village is under siege from orcs, break through and aid the locals
50 A region has broken out in civil war, go their and establish a chapter of the company and get to work fleecing both sides
51 Peace has broken out in the region damaging the income of good fighting men. Go to the borderlands and raid humanoid tribes to instigate a war
52 Noble has decided hidden demi humans owe back taxes for generations and needs soldiers to support this claim
53 w of a knight needs aid fighting off a bastards claim to her estate, he has assembled a bandit force 
54 A robber knight has been exposed as a devil cultist, many victims are alive and awaiting sacrifice in the dungeon under the ruins they dwell in. Go kill him and free the prisoners
55 A giant has been leading humanoids against settlements charging exorbitant fees to be left alone, kill the beast and return the stolen cattle
56 Adventurers who struck it big are avoiding their company tithes and need to pay fees plus extra for recovery costs or be punished
57 Broke mercenaries have taken over a isolated village against members charter and are to be executed or disarmed and brought in for public punishments
58 A ruin has been taken over by a robber knight who has hired a rival mercenary company we don't want operating in our region. Kill them all as a message
59 A non tax paying village of cultists has tricked adventurers into aiding them resist tax payments. Kill the adventurers and aid the just tax collector
60 Bandits kidnapped a nobles concubines for ransom, kill the men and save the concubines
61 A criminal organisation has got many guild members hooked so we are going to raid their stronghold, kill the vice pedlars and seize the drugs to destroy the market
62 A allied wizard school has had had members assassinated, accompany the wizards to destroy the rival school responsible  
63 A band of adventurers has been poaching company assignments from clients, force them to join and pay back tithes or kill them
64 A miner using humanoid slaves has had problems with feral humanoids raiding their camp. Sort out the raiders and make sure they wont come back
65 A noble has refused to pay, in guise of robber knights burn down his sources of income 
66 A former employer has refused to pay and hired another company on credit to kill our fee collectors, kill them all and loot them
67 Feuding brothers are battling over a estate, set up a camp support who ever gives us the best deal
68 Peasant rebels are causing trouble and noble wants them rounded up for execution 
69 Plotters have been holed up by constabulary in building so mayor needs someone to ko in and finish the job
70 Two nobles are feuding and one has hired us to kill or capture enough enemies they back down from their position against our employer
71 Inquisitors are in area hunting cultist heretics and need guards to helpround up and exterminate the vermin
72 A major humanoid incursion has border under pressure. Hold a old border keep and hold the line. Mobilise locals into a fighting force
73 A wizard has been holed up in a tower and refuses to surrender. Specialists unafraid of magic are needed to finish the job
74 A village needs defending from raiders, if possible find their base and eliminate them for a bonus before their money runs out
75 A daring raid via the river needs mercenaries to stop the bridge defences that will stop the plan down river
76 Burn down a village of unauthorised settlers trying to avoid taxation and obligations to nobility
77 A border skirmish has erupted, raid the enemy strong hold while forces away, loot and burn the place and take their followers as prisoners
78 Sneak into a enemy camp and steal their mercenary payroll to help stir up trouble before a battle, bonus finds for burning their supplies or poisoning their water
79 An uppity kobold king has been causing trouble on the border and claims the region is his by right, raid their cavern complex and kill this king
80 A employer wants you to fight a enemy mercenary force in a pitched battle on a flat field to decide a disagreement between them
81 An elderly king is ill and one of the sons needs mercenaries on hand to quash any illegitimate claims that emerge over succession. He needs outsiders he can trust to make tough decisions
82 A lord away on a foreign war has rivals who need him to join them. Go kidnap his family to help negotiations
83 A necromancer in the hills has amassed a undead army. The church needs you to defend priests while they prey the undead away on the battlefield
84 Enter the civil war regions and seize a region then sell it to the highest bidder and support their cause 
85 Burn a fleet of ships while at the docks under repair to limit their owners supply lines in a dispute 
86 Rival banks both lay claim to a fiefdom who loaned money to the previous owner. Persuade on bank to hire you and destroy the rival forces
87 An important church official has been caught red handed aiding an alliance of plotters against the kingdom, go seize him before his supporters can rally to save him
88 A area beset by sea raiders needs troops but claims they cannot pay. Negotiate a loan through a bank for them and destroy the raider 
89 Tribes of savage wild folk have beset a region. Using superior fighting ability and organisation invade them and destroy their commanders hiding in a primitive hill fort
90 A savage tribe in the wilds has been practising backwards rites of human sacrifice. Help the church spread civilisation to them by killing their priesthood and seize their golden treasures of their brutish king to help fund more good causes
91 A barbarian king has gold to pay modern mercenaries to help smash a rival clan. Beware of their backwards ways but they could become good regular clients if you impress them
92 Dark elves in the woods have gone too far in their pranks and demands to be worshipped like gods. Find their tree forts and burn them
93 Part of being a viable mercenary company is maintaining the latest weapons. Go help a clan of black hat gnomes fight their enemies in return for firearms and expertise
94 A cannon tower guards a river and if it can be destroyed by a raid then troops can move into enemy heartlands to purge their lands. The gunsmith here is their leading expert so kidnap them and their family if possible or kill them
95 Get into enemy lands and raid their wagon trains and supply networks to reduce their armies effectiveness
96 During a battle sneak behind enemy lines and massacre the enemy leaders who are watching from a safe distance
97 Meet orcish tribal leaders and recruit them for a surprise attack on enemies border lands weakening their position and splitting their forces
98 A wizard who knows the secret of making the cheapest orcs from alchemy and mud needs a escort and aid to build a base and build a army to surprise a enemy for a war tarting next year
99 Under cover of darkness sneak necromancers into the graveyards of a enemy town and let them create undead to demoralise the enemy 
100 Enter enemy lands and break open prisons and labour camps and slave markets, rouse them into a fighting force and spread terror forcing the enemy to divide their forces

Saturday, 17 November 2018

EMO Class Skills Cleric & Fighter


































Working on Elfmaids and Octopi home rules (EMO Rules) Starter Book
Going back to revising my home brew. Renames in progress.
Metric 1"=3m, default 20mm mini battlemap scale with cm=1m measurements
Weapon Proficients, armour and fighting feats all come under Arms category
Non Weapon Proficiency skills are now Arts category
Each class has common variants with pre chosen arms and arts for a quick character
There are also suggestions for what to spend INT bonus extra arts and arms slots on
Its a kit to use for own homebrew really and not a complete game
More like mod ideas for BX or 1st ed era games

sorta BX like but with skills more significant

3d6 In order bonus as per older games

3 -3
4-5 -2
6-8 -1
9-12 Average
13-15 +1
16-17 +2
18-19 +3
20-21 +4
-any more than one stat below 9 becomes 9 (only one stat below average possible)
-any stat used as class prime requisite is raised to a minimum of 12

Might = strength, brawn, muscle, breaking or lifting saves
-bonus helps damage on any muscle powered weapon
Agility = dexterity, manipulation, swiftness, dodging saves
- bonus helps all attack rolls and armour class
Vigor = constitution, toughness, resilience, health saves (poison, disease, shock)
-bonus adds extra HP each level
Talent = Intelligence, perception, alertness, puzzle saves
-bonus extra slots of Arms or Arts or Languages, allows more class changes
Charm = charisma, leadership,appeal, reaction saves
-bonus followers, pots, contacts, orders or close friends, helps reaction rolls
Will = wisdom, fanaticism, piety, persistence, mind control saves (spells, sanity)
-bonus extra luck points (normally get only one, rogues get extra per level)


Class Changing

You can change class once per Talent bonus (1-3 probably)
Non human classes require a wish or poly morph to change class but possible
Elves, Bards, Gnomes can choose any one spell list type, divine, nature, arcane or mental

Prime Requisite Attribute for classes
Extra bonuses abilities for class for high ability scores
Fighters get extra Arms skills Thieves get extra arts
Wizards and priests get extra spells
Max level you can ever gain in the class equals that stat
20th level is as high as anyone can go in a class

Level Benefits

For each level gain HD+Vigor Bonus in HP for their first ten levels
Then a set number of HP 
+Vigor Bonus in HP per level
Average is the minimum starting HP you can have at first level only
4th Level (and again 8,12,16,20) gain +1 attribute point you can spend as desired
At 5th Leval and every level after gain a d3 level apprentice or a d4 zero level apprentices
-Animal followers can be taken instead but they don't improve the same way
Gain extra arts, arms, languages and class specific benefits
Spell lists imply 18 Will Prerequisite Bonus so select from these for quick start

Suggestions and Subclasses

Class and subclasses suggest skills and spells
-to let people make a characters faster if dropping in
-to learn the game when you don't know what everything does yet
-when experienced you can ignore them or make your own
-quick characters for the GM to use
Class description include suggests bonus skills and spells gained by the prerequisite stat
Subclass descriptions suggests 
Talent bonus slots to spend on arms and arts

Advanced volume

-will cover up to 20th level choices
-double the number of subclasses
-higher level magic spells
-magical crafting
-cult based cleric sub classes and starting spells and new holy powers
-

Basic Four Classes

______________________________________

Cleric
Prime Requisite: Will; high score grants additional spells
d8HD/1 (Average 5)
Arms 3/3 Arts 4/2 Languages d6/2
Light or Medium armour (Chainmail 5) and shield
-3 unskilled weapons +1 to hit every 4 levels
Staff d6, Mace d6, Dagger d4, Crossbow Any, Sling d4, Brawling d3, Club d6, Stone d3
Start Equipment: all weapons skilled with 20 shots of ammo if any, holy symbol, chainmail, common robe, 
wine skin, week good rations, flints, cloak, hat
Prerequisite Will Bonus provides extra spells +1= gain 1st +2= gain 1st +3= gain 2nd

Typical Starting Spells if Good or Lawful

-Zero Level Candle Light, Purify Food&Drink, Cure Petty Wound
-First Level Cure Light Wounds, Bless Weapon, Light
-Second Level Hold Person


Typical Starting Spells if Evil or Chaotic

-Zero Level Dark Ray, Scare, Candlesnuff,
-First Level Blight, Darkness, Cause Fear
-Second Level Speak with Dead


Typical Starting Spells if Nuetral

-Zero Level Seal, Mend, Stun, Open&Close
-First Level Alarm, Command, Identify
-Second Level ESP

Holy Power to Turn undead 

d12HD/Lv if less HD than level (zero includes under 1HD petty undead)
1HD/Lv vs same or one level better HD, also they get to save to resist
If HD generated double 
HD needed to turn them: 
-they are destroyed if a good cleric
-they bury themselves or sleep till the next night if a nuetral cleric
-they are enthralled for a month if a evil cleric
6th and 10th and 18th level pick extra thing to turn a tainted or otherworldly being
-demon, devil, animal, lycanthrope, faerie, witch, fire 
elemental, air elemental, water elemental, earth elemental, spirit, trolls, constructs, dragons, giants, chaos

Clerical Spell Abilities

-can learn any spell of cleric list through 8 hours of prayed once per day

1 Priest Subclass
Arms - Staff, Mace, Sling 
Arts - Ancient Lore, First Aid, Holy Lore, Scribe
+1 Steward +2  Alchemy +3 
Healing
Scribes box, journal, holy book, d4 maps, ceremonial robes, gold or silver holy symbol, bottle of holy water, d12 candles, lantern, lamp oil, sundial, 3d6x10gp

2 Templar
 Subclass
Arms - Mace, Crossbow, Dagger
Arts - First Aid, Holy Lore, War Lore, Siege Lore
+1 Weapon Expert +2 Brawling +3 Shoot into Melee
Heavy Helmet, knight shield, holy book, bandages, d4 healing potion, camp stove, lantern, lamp oil, d4 maps, holy symbols on all equipment and clothes, book of holy war records, 3d6x5gp


3 Friar Subclass
Arms - Staff, Dagger, Sling
Arts - Holy Lore, Brewer, Herb Lore, Carousing
+1 Survival +2 Healing +3 Steward
bandages, d3 healing herb, d6 bottle of beer, recipe book, herb lore book, journal, poached rabbit, roast chicken, loaf of bread, 3d6x10sp


5 Healer Subclass
Arms - Staff, Dagger, Sling 
Arts - First Aid, Healing, Holy Lore, Herb Lore

+1 Poison Lore +2 Plague Lore +3 Persuade
d4 healing potion, d3 healing herb, bandages, bottle of spirit, surgeons tools 3d6x10sp

6 Inquisitor Subclass
Arms -  Staff, Crossbow, Dagger
Arts - Holy Lore, Interrogate, Deceit, Occult Lore

+1 Torture +2 Spot +3 Search
d4 holy water, set of manacles, witch hunting book, book on cults, book of devils, holy book, law book, whip, d6 torches, bag of salt, bag of nails, hammer bundle of printed wanted posters 3d6x10gp

7 Missionary Subclass
Arms - Staff, Club, Sling 
Arts - Holy Lore, Persuade, 
Music , Survival
+1 Streetwise +2 Begging +3 Healing
holy book, d6 candles, donkey, saddlebags, begging bowl, d4 days feed, 3d6x5sp

8 Seer Subclass
Arms - Staff, Dagger, Sling 
Arts - Divination, First Aid, Sacrifice
Holy Lore
+1 Astrology +2 Illumination +3 Trance
bandages, divination manual, holy book, incense, narcotics, smelling salts, 3d6x10gp

9 Exorcist Subclass
Arms - Staff, Dagger, Sling 
Arts - Exorcism, First Aid, Occult Lore, Holy Lore

+1 Interrogate +2 Evil Eye +3 Trance
Exorcist manual, holy book, ropes, gag, d4 holy water, lamp, whip, 3d6x5gp

10 Cultist Subclass
Arms - Dagger, Strangling Cord, Brawling
Arts - Occult Lore, Sacrifice, Ritual, Evil Eye

+1 Hypnotism +2 Poison Lore +3 Alchemy
Bottle of poison potion, holy book, rope, d6 narcotics, evil idol, ritual robe, sd6x10sp


Will add cult specific subclasses with alternate holy powers and spells like my first draft 2013ish

Fighter 

Prime Requisite: Might; high score grants additional arms
d10HD/2 (Average 6)
Arms 4/1 Arts 3/3 Languages d4/3
-2 unskilled weapons +1 to hit every 2 levels
Any Armour
Any Weapon
Start Equipment: all weapons skilled with 20 shots of ammo if any, common robe, wine skin, week good rations, flints, tankard, d6 torches, cloak, hat

Prerequisite Might Bonus provides extra Arms +1= brawling +2=fast draw +3=cleave

Fighting Prowess 
For 2 Arms slots may buy the following:
-a school style including four weapons (eg knight weapons)
-a weapon family such as blades, axes, bows, crossbows, guns, clubs, flails, spears
-arms skills enhancing a weapon only work for one specific weapon not any kind of group
1st level has one slot in critical hits for double damage on a natural 20
Other classes can only have one slot in weapon expert and critical hit arm skills
-fighters can increase weapon skill to master and specialist and can increase critical skill
-can spend extra arms slot on critical hit at 5th, 10th, 15th and 20th

6th and 12th and 18th level gain one extra attack per round
10th and 20th bump weapon damage up to next higher dice
Has a Command Radius on the Battlefield = LV + Charm bonus

1 Warrior Subclass
Arms - Sword, Spear, Dagger, Shortbow (Weapon Expert, Move by Attack)
Arts - Survival, Looting, War Lore

+1 Cleave +2  Carry Load +3 Armour Optimization
fur bed roll, d12 sausages, pack pony, d6 days feed, saddlebags, chainmail, round medium shield, knife, 3d6x10sp in loot

2 Hoplite Subclass
Arms - Spear, Javelin, Small Sword, Dagger (Weapon Expert, Shield Attack)
Arts - Marching, Chant, Spot

t+1 Short Bow, +2 Dodge, +3 Listen
slave servant d4 1=boy 2=old man 3=hideous 4=lazy), body oil, razor, metal mirror, painted 
round medium shield, bronze scale armour +5, three javelins, knife 3d6x5gp

3 Knight Subclass
Arms - Lance, Sword, Dagger, Spear (Weapon Expert, Ride By Attack)
Arts - Ride, 
Etiquette, Heraldry 
+1 Quick Mount +2 Steward +3 Command
plate armour, full helmet, heraldic knight shield, war horse, pack pony, saddle, saddlebags, d6 days feed, tent, boy squire, court clothes, d3 jousting lances, 3d6x10gp

4 Beserker Subclass
Arms - Battle Axe, Spear, Hand Axe, Dagger (Weapon Expert, Frenzy)
Arts - 
Survival, Intimidate, Beast Handler
+1 Berserk +2  Cleave +3 Toughness
sack of heads, sacrificial goat, bearskin or wolf skin cloak, beast cult medallion, tatoos, small sheild, two extra hand axes, knife, 3d6x10sp in loot

5 Marine Subclass
Arms - Battle Axe, Javelin, Small Sword, Dagger (Weapon Expert, Ambidextrous)
Arts - Swim, Sailor, Looting 
+1 Sea Legs+2  Dodge +3 Climb
air bladder, grappling hook, 9m rope, gaff hook, oilskin coat, carved whale tusk, fishing hooks and line, fish knife, 3d6x10sp loot

6 Archer Subclass
Arms - Composite Bow, Small Sword, Dagger (Weapon Expert, Shoot into Melee)
Arts - Spot, Scout, 
Bowyer/Fletcher
+1 Point Blank +2 Quick Draw Arrow +3 Moving Fire
fletcher tools d4 score arrows, hatchet, arrowhead mould, old uniform, d4 bowstrings, 3d6x10sp loot

7 Hunter Subclass
Arms - Composite Bow, Small Sword, Dagger, Hand Axe (Weapon Expert, Extra Range) 
Arts - Track, Butcher, Beast Lore
+1 Survival +2 Sneak  +3 Hide
tent, pot, d3 dogs (hunting or ratters), scraper, butcher knives, kilo of salt, animal skin hat, fur cloak, greasepaint, d4 animal scent bottles, scruffy hunting clothes, 3d6x10sp,in furs and hides

8  Yeoman Subclass
Arms - Longbow, Greatsword, Staff, Dagger (Weapon Expert, Marksman)
Arts - Farming, Steward, Bowyer/Fletcher
+1 Precision +2 Fast Draw Arrow +3 Extra Range
boy apprentice, bag of seeds, leather armour, deed of land, entrenching tool

9 Gladiator Subclass
Arms - Net, Dagger, Small Sword, Trident (Weapon ExpertImprovised weapons)
Arts - Performance, Drive Chariot, Streetwise
+1 Dodge +2 Toughness +3 Ambidextrous
cestus, scissors, two small swords, full helm, body oil, d4 pieces of +2 AC armour, fighting net, trident, boxing gloves, 3m chain, manacles, 3d6x5gp


10 Amazon Subclass
Arms - Spear, Small Sword, Javelin, Short Bow (Weapon Expert, Haft Attack)
Arts - Ride, Acrobatics, Jump

+1 Dodge +2 Reach Attack +3 Point Blank
two spears, d4 Javelins, scale armour +5, round medium shield, slave (1=boy 2=girl 3=old man 4=old woman), mirror, silken cord 7m,  body oil, perfume, tent, lantern, oil flask, d6 silver arrows, incense, artwork (d4 1=urn 2=painting 3=book 4=box) 3d6x10gp in jewelry

Will add more subclasses for various cultures and time periods such as musketeer, guardsman, grenadier, mercenary, mounted archer, beast master, ranger, champion, beast master, etc

Friday, 13 July 2018

Beserkergangbangers




































A tangent from my lycanthrope stuff.
Travelling and working mostly exhausted plus life drama
school family work government drama but im happy
Also my care factor diminishing on blogging a bit right now

also if your in Adelaide and on FB there is a dnd con on
include other rulesets which is nice
https://www.facebook.com/events/205016126914294/

Beserker Styles

This might make my mutation pdf im doing now.....

Fury (1 weapon slot)

+1 Hit and damage, +2 fear and morale checks for one turn
Aggressive and belligerent to enemies then anyone around who fights or argues back
Wont back down while active so and will start to fight easily
A common weapon skill for fighting types or bullys or jerks or drunks or angry mobs
Default lasts for a ten round turn with some getting more uses or round per level

Beserk (2 weapon slot or Fury +1 slot)
Can fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible
Once enraged will kill till nobody is moving or a ten minute turn runs out
Default lasts for a ten round turn with some getting more uses or round per level

You could by extra slots for extra uses per day

Chaos Beserker Cults

Channel chaos spirits into their body they unleash when enraged.  Its a condition more like a infection because berserks can be foolhardy, go on killing sprees and easily enraged. If they survive as initiates a two years they gain the chaos frenzy ability. Only chaotic alignment can use. If they become veterans for five more years they gain the chaos spasm ability. The greatest champion of a great temple can call down powers of a chaos god to fill them. Champions of chaos call upon powers inhabiting them temporarily.

Mutants in chaos cults love gaining extra mutations and new strains of mutagen.

Chaos Frenzy (1 weapon slot)
Enraged by Chaos, 
while in a frenzy, roll a random lesser mutation,
Chaos Spasm (2 weapon slot or Chaos Frenzy +1 slot)
Aroused by Chaos, 
while berserk roll two minor mutations and a major mutation 
Chaos Avatar (3 weapons slots or Chaos Spasm +1 slot)
While also berserk Roll a d4 minor mutations, one major mutation
and roll a major mutation per round


More Beserker Items

Cursed Beserker Greatsword +1

Save or never want to not use sword. Always goes berserk in any fight. Become chaotic, bitter and only able to tolerate other berserk. All have bloodthisty names and the sword will rarely leave your sight again. Some call it a curse.

Beserkers Battle Axe +2
Gets a free extra attack once a round versus unconscious, dying or wounded or innocents in reach while beserk. Cursed like the beserker sword also.

Beserkers Shield +1

When bitten and chewed user becomes beserk for ten rounds or a turn. Works two times per day, usually has a glorious or frightening artwork decorating it.

Beserkers Belt of Strength +1

This belt ads one to strength when beserk only

Fury Torc
Can start a fury once per day

Friday, 29 June 2018

d100 Unpleasant Masters & Life Events for Fighters

Fighters get to grow up with unpleasant early careers it training too.
Why not roll three times to triple your fun (or trauma)

When your DM asks for your 6 page background you can use this to develop a wrist slitting tale of woe and suffering so nobody ever asks again. The cleric one probably the nicest one so far. I assume in a magical world lawful good priests celibate would be less likely to be abusive and magic could expose them. Remember successful happy people probably don't risk lives killing monsters in holes for money. Probably don't use in Dragonlance.

d100 Unpleasant Life Events for Fighters
01 After years gleaning for loot from bloody battlefields you got to be a warriors servant
02 Family were murdered and you became a servant of the warriors who killed them
03 Was a slave in gladiator fighting pits and managed to survive to earn your freedom
04 Your elderly master would drunkenly beat you till they died from organ failure
05 Grew up dragging corpses from fighting pits and checking they were not faking death
06 Grew up slitting throats and robbing dead until a mercenary adopted you as a servant
07 Worked as a lantern bearer for militia night shift until you were old enough to join
08 Worked helping masters press gang lure victims into alley to be kidnapped
09 Kidnapped and worked as cabin boy on a fighting ship 
10 Master set warhounds on you for a laugh when drunk, still carry scars
11 Master made you finish off wounded prisoners at a young age to toughen you up
12 Master made you fight street urchins and beat you if you ran away or gave up
13 Master would throw you over walls at night to open gates for attackers
14 Master made you explore holes to see if any had danger or monsters
15 Master threatened to shoot you out of a cannon or catapault if you cried
16 Had to kill childhood friends who were on opposing mercenary force
17 Master made you drink and smoke as soon as you could stand up for a laugh
18 Master killed one of the other kids you grew up with who dared argue
19 While gleaning a battlefield in a burned village you recognised the dead as your kin
20 Master killed your mother in a drunken rage and threw her corpse in a river
21 Master made you spy on towns before attacks for several days
22 Master taught you how to poison wells and throw dead animals in enemy water supplies
23 Caught in a siege which broke when plague broke out, awoke in pit of corpses after fever
24 Master was afraid of ghosts so made you go first anywhere spooky or with the dead 
25 Trapped in a siege, ate rats and human flesh and sawdust to survive winter
26 Master was murder hobo who made you watch camp while they went on dungeon crawl
27 Master made you watch prisoners and beat troublesome ones who talked back
28 Made friend but discovered you had been on opposite sides and had to kill them
29 Your master left you to die on a battlefield but you survived somehow without friends
30 Captured by orcs who mistreated you to make you a proper orc like them
31 Master ordered you to burn a house of villagers, an old woman in flames cursed you all
32 Captured by enemies, you were spared for being young while friends were all hung
33 Your mercenary company were destroyed by a wizard and you survived by luck
34 You were horribly maimed in battle but a priest found you and nursed you to health
35 Master threw you in a well when your injuries seemed too great to care for
36 After a battle left you crippled you begged on streets till a priest healed you
37 Raised by bandits until they were hung and you managed to join mercenary guild
38 One day your real father, a mercenary took you from your mother to serve them
39 Your master ran away with company payroll abandoning you with them
40 Your master was diseased, becoming more hideous and insane and you left them
41 Your master was bitten by rabid dogs and they became more violent and you killed them
42 After years of beatings you killed your master, took their stuff and fed the body to pigs
43 Master received head wound and you cared for them for months till they died
44 Drunken master would try and abuse servants but was too drunk to catch you 
45 Master insisted you get tattoos signifying you as the company mascot 
46 Got to beat a drum right in front of marching army and lived (unlike your peers)
47 Made to serve mercenaries at cam and ate and drank all you could steal
48 Master would make you fight kobolds in a pit as a child and bet against you mostly
49 Master boasted to friends you could take more beatings than rivals servants
50 Master dangled you over pits of captive monsters for a laugh till you cried
51 Master would throw you in the latrine pit if they didn't like their dinner

52 Master insisted you steal your own food from other youths by stealth or violence
53 Drunken parent used to get drunk and fights with militia until the were killed
54 Master would urinate on you if you slept in late and laugh at you on campagns
55 Master made you hide money stolen from mercenary company loot
56 Master would beat you daily and torment youths until you killed them
57 Master had you manage animal fights (dog, cock, horse) for them for a quick coin
58 Master had you render villager corpses into fat then used to burn down a town
59 Master had you find prostitutes for them constantly until several disapeared
60 Master was maimed and cranky and you nursed them for several years until they died
61 Master tried to marry you off to a ugly bastard with family connections
62 Various masters and merc companies sold and traded you when you were young
63 You went to sleep on guard duty and all your peers were murdered and you ran away
64 As a youth you were taken to an island jungle to pillage natives gold
65 As a youth you were taken to fight in a holy war to massacre foreign cults
66 Your master served a tyrannical despot and you had to flee or become a murderer
67 Your company of mercenaries wiped out all the bandits and rebels in a region
68 Fighters guild leased you to train noble brats in self defence
69 Master found a cursed sword and killed your friends and you had to flee
70 Master died in a dungeon but came back as a undead fiend and you fled
71 Master became a lycanthrope and killed everyone you knew then fled to the wood

72 Master robbed a priest and stole church funds and abandoned you to take blame 
73 Fought a battle where an ancient race was finally exterminated forever
74 Went on a children's crusade led by a martyr, most killed or enslaved
75 Worked for slavers escorting captives to markets until they went bankrupt
76 Worked on merchant caravan to distant lands until the merchants retired
77 Served as a wizards guard until a summoning went wrong and tower destroyed
78 Served a foreign king until but had to flee special duties they had in mind for you 
79 Noble you guarded was assassinated and you had to flee or be hung by clan
80 Spent years growing up around a siege until the town was finally destroyed
81 Worked with inquisitors mopping up cultists and witched and other religions in a region
82 After serving several sides of a civil war both sides want you dead
83 Master killed a noble and escaped and you barley got away with your life
84 Master was a bounty hunter and criminals everywhere hated them till they were killed
85 Sent to colonies and rounded up natives for slaves but most died of disease
86 Master deliberately stranded your company in foreign jungle to steal gold off natives
87 Master was a terrible racist slave keeper who belonged to a extremist cult
88 Master turned out to belong to a cult and was burned, thankfully you knew nothing
89 Master turned out to be a serial killer and used you as an alibi and ignorant dupe
90 Master secret cannibal after long siege and became more inhuman then vanished
91 Master tried to trick you into selling soul to a devil cult so you ran away
92 Master and friends in degenerate club killed after they took over a city suburb

93 Master tried to recruit you into a witch coven but you fled and they were burned alive
94 Master died horribly from disease and wounds and you claimed their goods after death
95 Master was promoted and tried to sell you to a cruel master so you fled

96 Master used to make money as a duelist but was killed leaving you in poverty
97 When drunken gambling master in debt died the mob claimed you belonged to them
98 Master's skin began peeling off and smelling of fish, vanished from the docks one night
99 Master joined a strange fighting guild that was a cult and you had to flee
100 Ran away the night you awoke to drunken master groping you in bed

Wednesday, 12 October 2016

Arms & Armour lists





































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
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
Axe Battle
D8
X1
M 1
Self
1H axe
2
40
A large axe made for combat rather than chopping wood
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
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
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
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
Bola
D4
X1
1/2/3
Self
bola
-
8
Two stones linked by leather cord, can damage or entangle
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
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
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
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
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
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
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
Club
D6
X2
M 1/2/3
Self
1H club
1
4
A common wooden club, some decorated and used as throwing weapons also
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
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
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
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,
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
Dagger
D4
X2
S 1/2/3
Self
1H short blade
½
20
Large often foot long blade for fighting or survival
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
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
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
Dynamite Stick
D6
X1/2
S 1/3/5
Self
2H -
1
200
Explosive bundle of dynamite for demolitions, d6 within 1” radius
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
Flail  Great
D10

L
Self
2H Flail
6
85
Iron shod staff with a linked spiked articulated head, often used by peasant soldiers
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 
+1 with brawling
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
Banded 16 Move 6(-6) 120gp

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