Equipment

Starting Equipment

All characters begin play with 100 gp, except for Hybrids who begin play with 50 gp (due to the Poverty hindrance).

Donning Armor

Leather armor typically takes 1d6 minutes to properly fit. Mail takes 2d6 minutes. Plate requires 2d6 x 5 minutes to properly attach.

Discarding Armor

Discarding armor requires a number of rounds equal to twice the armor’s bonus. Discarding plate, for example, takes six full rounds. Adventurers who fall into deep water must make a Swimming roll minus the armor’s bonus at the end of the last round to remove the armor or keep trying until successful.

Spiked Armor and Shields

Spiked Armor and Shields
Weapon Damage Cost (gp) Weight (lbs)
Armor spikes Special +50 +5
Spiked shield, small Str+d4 +10 +2
Spiked shield, medium Str+d6 +25 +4
Spiked shield, large Str+d8 +40 +6

Armor Spikes: A character who grapples in spiked armor or is grappled while wearing spiked armor inflicts d6 damage plus the Armor bonus of his armor (e.g. d6+3 for plate) to his foe each round the grapple is maintained. This is in addition to any deliberate attempt to cause damage through a grapple. Roll damage separately.
Shield Spikes: When used to make an attack, a spiked shield gives –1 penalty to Fighting rolls. Until the hero’s next action, he does not benefit from his shield’s Parry or Armor bonus against ranged shots.

ARMOR
Type Armor Called Shot Penalty Cost (gp) Weight (lbs)
Leather +1 -2 10 15
Studded Leather +1 -4 25 20
Ceremonial +1 -4 50 25
Hide +1 -4 15 25
Scale Mail +2 -2 50 30
Chainmail +2 -4 150 40
Composite +3 -2 250 45
Plate +3 -4 600 50
Heavy Plate +4 -2 1200 60
Siege Plate +4 -4 5000 75
MELEE WEAPONS
Type Damage Cost (gp) Weight (lbs) Notes
SLASHING
Assassin's Fan Str+d6 50 3
Axe, Throwing Str+d6 8 2 +1 Throwing, -1 Fighting
Battleaxe Str+d8 10 6
Cleaver Str+d8 15 6
Cleaver, Heavy Str+d10 30 8 2 hands
Gauntlet, Clawed Str+d4 10 1 Cannot be disarmed, considered Unarmed in melee
Greataxe Str+d10 20 12 AP 1, Parry -1, 2 hands
Greatsword Str+d10 50 8 Parry -1, 2 hands
Longarm Str+d8 10 12 Reach 1, 2 hands
Longsword Str+d8 15 4
Handaxe Str+d6 6 3
Sickle Str+d4 6 2
Sword, Bastard Str+d8 35 6 deals +1 damage 2-handed
Sword, Short Str+d6 10 2
Sword, Two-Bladed Str+d8/Str+d8 100 10 Parry +1, Double Weapon, 2 hands
Whip Str+d4 (nonlethal) 1 2 Reach 1, May be used to grapple, considered Unarmed in melee
Whip, Barbed Str+d4 5 4 Reach 1, May be used to grapple, considered Unarmed in melee
PIERCING
Chain, Spiked Str+d4 25 10 Reach 1, 2 hands
Dagger, Retractable Punching Str+d4 50 1 -2 to be Noticed if hidden, free action to ready
Gauntlet, Spiked Str+d4 5 1 Cannot be disarmed, considered Unarmed in melee
Gutter Str+d4 10 3 2 hands, attaches to repeaters
Pick Str+d4 4 3 AP 1 vs plate
Spear Str+d6 2 6 Parry +1, Reach 1, 2 hands
Spiker Str+d8 15 8 AP 1 vs plate
Spiker, Heavy Str+d10 30 12 AP 1 vs plate, Parry -1, 2 hands
BLUDGEONING
Club Str+d4 - 3
Flail Str+d6 8 5 Ignores Shield Parry and Cover bonus
Flail, Heavy Str+d8 15 10 Ignores Shield Parry and Cover bonus, Parry -1, 2 hands
Flail, Dire Str+d6/Str+d6 90 10 Ignores Shield Parry and Cover bonus, Double Weapon, Parry +1, 2 hands
Gauntlet Str 2 1 Cannot be disarmed, considered Unarmed in melee
Greatclub Str+d6 5 8 Parry -1, 2 hands
Greathammer Str+d8 20 14 AP 2 vs plate, Parry -1, 2 hands
Hammer, Light Str+d4 1 2 AP 1 vs plate
Mace Str+d6 12 6 AP 1 vs mail
Maul, Dwerof Str+d8 30 8 AP 1 vs plate, 2 hands if non-Dwerof or Fighting not d8+
Quarterstaff Str+d4 - 4 Parry +1, Reach 1, 2 hands
Sap Str+d4 (nonlethal) 1 2 +6 damage on The Drop
Unarmed Strike Str (nonlethal) - -
Warhammer Str+d6 12 5 AP 1 vs plate
OTHER
Dagger Str+d4 2 1 Piercing or Slashing
Mace, Spiked Str+d6 15 8 AP 1 vs mail, Bludgeoning and Piercing
Spiker, Hooked Str+d10 25 10 AP 1 vs plate (Piercing only), Parry -1, +2 disarm, Piercing or Slashing, 2 hands
RANGED WEAPONS
Type Range Damage RoF Cost (gp) Weight (lbs) Shots Min Str. Notes
Axe, Throwing 3/6/12 Str+d6 1 8 2 - -
Blowgun 2/4/8 1d6+1 1 5 2 1 - See notes
Bolas 3/6/12 - 1 5 2 - - See notes
Club 3/6/12 Str+d4 1 - 3 - -
Crossbow, Assault 15/30/60 2d8 1 300 25 - d8 AP 2, 2 full actions to reload
Crossbow, Hand 5/10/20 2d6 1 75 2 - - 1 action to reload
Crossbow, Heavy 15/30/60 2d6 1 40 8 - d6 AP 2, 1 action to reload
Crossbow, Light 12/24/48 2d6 1 30 4 - - AP 1, 1 action to reload
Crossbow, Wrist 3/6/12 2d6 1 100 1 - - -2 to be Noticed if hidden, 1 full action to reload
Dagger 3/6/12 Str+d4 1 2 1 - -
Dart 3/6/12 Str+d4 1 5 sp 1/2 - -
Javelin 3/6/12 Str+d6 1 1 2 - -
Hammer, Light 3/6/12 Str+d4 1 1 2 - - AP 1 vs plate
Longbow 18/36/72 2d6 1 100 3 - d8
Net 3/6/12 Special 1 10 6 - - Entangle
Repeater, Assault 12/24/48 2d6 3 1000 35 48 d6 Auto, 3RB
Repeater, Double-Barreled 11/22/44 2d6 1-2 400 15 12 - AP 1
Repeater, Hand 4/8/16 2d6 1 100 3 6 -
Repeater, Heavy 12/24/48 2d6 1 200 12 12 d6 AP 2
Repeater, Light 10/20/40 2d6 1 120 6 12 - AP 1
Shortbow 12/24/48 2d6 1 50 2 - d6
Spear 3/6/12 Str+d6 1 2 6 - d6

Repeater, Hand: The hand repeater is a convenient weapon that is normally worn as a backup sidearm rather than depended upon as a primary weapon. It utilizes a mini-clip that holds six bolts. You must use two hands in order to use the reloading lever (and therefore to get multiple attacks), and to reload. However, you can shoot, but not load, a hand repeater with one hand at no penalty. You can shoot a hand repeater with each hand, but you take a penalty to Fighting rolls as if attacking with two weapons.

Repeater, Light and Heavy: These repeaters are very common, and are the weapon of choice for anyone that can handle them. Though heavy repeaters have superior range and armor piercing capabilities, light repeaters are much more commonplace due to lower cost and the practicality of their lower weight. Light and heavy repeaters both utilize a standard-size clip that holds twelve bolts. You must use two hands in order to fire and reload a light or heavy repeater. They cannot be fired or reloaded with one hand.

Repeater, Double-Barreled: The double-barreled variant of the repeater is an imposing weapon and the least common of the variants. It can deal considerably more damage than even a heavy repeater but this advantage is offset by inferior range and accuracy. It is slightly larger than the heavy repeater and utilizes a special double clip that holds two sets of twelve bolts (it cannot sue two standard clips in place of a double clip). If the attacker wants to fire both barrels at once, he makes a single Shooting roll. If the attack hits, roll damage for both shots. You must use two hands in order to fire and reload a double-barreled repeater. They cannot be fired or reloaded with one hand.

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