Equipment
Equipment
Starting Equipment
Characters begin play only with basic equipment:
- 1 Martial Weapon
- Light or Medium Armor
- Travel Pack (5 days of food, bedroll)
- Change of clothes (Common Quality)
- 10 Gold
Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.
Armor & Shields
Armor Value
All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
Damage Reduction
Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.
Max Dodge
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
Armor Check Penalty
Medium and Heavy armor is more difficult to move in than light or no armor reducing the wearer's Speed, and Climb, Swim, Acrobatics, Stealth skills. The Heavy Armor Training Benefit can reduce the Speed penalty, but not the skill penalty.
Shield Bonuses
Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.
Armor
Armor Type | Examples | Armor Value | Damage Reduction | Max Dodge | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|---|
Light | Studded Leather, Chain Shirt | 1 | - | 5 | - | 1 |
Medium | Chainmail, Scale Mail | 2 | 1 | 3 | 1 | 2 |
Heavy | Full Plate | 3 | 2 | 1 | 2 | 3 |
Shields
Shield Type | Examples | Armor Value | Armor Piercing Reduction | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|
Light | Buckler, Hoplon | 1 | 1 | - | 2 |
Heavy | Heater Shield, Kite Shield | 2 | 1 | 1 | 3 |
Weapons
Armor Piercing
Weapons with this attribute ignore a number of points of their target’s armor equal to their Armor Piercing value. If the Armor Piercing value is equal or higher than the *base* Armor Rating of the target's armor then any Damage Reduction is also ignored.
Ignore Dodge
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value.
Weapons
Weapon Type | Examples | Hands | Damage | Special Attributes | Required Strength | Uses Stat |
---|---|---|---|---|---|---|
Tiny | Knife | 1 | 1 | 1 Strength | Strength or Dexterity | |
Small | Dagger, Poniard | 1 | 1 | +1 Armor Piercing | 1 Strength | Strength or Dexterity |
Medium | Shortsword, Rapier | 1 | 2 | +1 Armor Piercing | 2 Strength | Strength or Dexterity |
Large | Longsword, Flail, Warhammer, Mace, Axe | 1 | 3 | - | 2 Strength | Strength |
Two Handed Slashing | Greataxe, Greatsword, Polearm | 2 | 5 | - | 3 Strength | Strength |
Two Handed Piercing | Spear | 2 | 4 | +1 Armor Piercing | 2 Strength | Strength or Dexterity |
Staves | Staff | 2 | 2 | Non-Lethal Damage | 2 Strength | Strength or Dexterity |
Tiny Ranged | Hand Crossbow | 1 | 1 | Fast action to reload. | 1 Strength | Dexterity |
Small Ranged | Short Bow, Light Crossbow | 2 | 1 | +1 Armor Piercing, Move action to reload. | 1 Strength | Dexterity |
Large Ranged | Longbow, Medium Crossbow | 2 | 2 | +2 Armor Piercing, Move action to reload. | 2 Strength | Dexterity |
Heavy Ranged | Heavy Crossbow | 2 | 3 | +3 Armor Piercing, Full round action to reload | 1 Strength (winch) | Dexterity |
Exotic Weapons
Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty.
Weapon Name | Hands | Damage | Special Attributes | Required Strength | Uses Stat | Description |
---|---|---|---|---|---|---|
Ice Axe | 1 | 2 | +1 Armor Piercing, +1 Climb | 1 Strength | Strength or Dexterity | A combination weapon/tool, the traditional Svaald Ice Axe has a long spike or hook on the rear of the weapon used to drive into ice to aid in climbing. The front edge is wedgelike and can shear through ice as well as flesh. |
Ultra-Greatsword | 2 | 6 | -1 Dodge | 4 Strength | Strength | An extremely rare weapon, the Ultra-Greatsword is large and heavy, requiring extreme strength to wield effectively. Even when the wielder is strong enough to swing the weapon, it drags their body reducing their ability to defend themselves. The choice for attackers willing to give up defenses for the maximum in offense. |
Alloy Bow | 2 | 3 | +2 Armor Piercing, Ranged | 3 Strength | Dexterity | The extreme cold of the Northern Wastes, and the lack of wood, made traditional bows impossible to construct; however, the Svaald's skill in metalworking crafted an alloy flexible enough to be used for a bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch. |
Special Materials
Weapon Special Materials
Weapon Material | Weapon Size | Equipment Bonus | |
---|---|---|---|
Quicksilver | All Melee | -1 Strength requirement | +1 Ignore Dodge |
Adamantine | Small, Medium, Large | +1 Strength requirement | +1 Armor Piercing |
Adamantine | Two-Handed | +1 Strength requirement | +1 Armor Piercing |
Glass-Steel | All Melee | -1 Strength requirement | -1 Stealth |
Ironwood | All Ranged | +1 Strength requirement | +1 Damage, +1 Armor Piercing |
Armor Special Materials
Armor Material | Armor Size | Equipment Bonus | |||
---|---|---|---|---|---|
Quicksilver | Light, Medium, Heavy | -1 Strength requirement | +2 Maximum Dodge | -1 Armor Penalty | |
Adamantine | Medium | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Adamantine | Heavy | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Ironwood | Heavy | - | |||
Drakescale | Medium, Heavy | +2 Magic Defense | |||
Dragonscale | Medium, Heavy | +3 Magic Defense |
Poisons
Injury Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Adder Venom | 8d10 | 1 Lethal | 2 rounds | 1 round | 10g |
1 | Centipede Poison | 8d10 | -2 Speed, -2 Perception | 1 Hour | - | 10g |
2 | Giant Wasp Poison | 9d10 | 1 Lethal | 4 rounds | 1 round | 30g |
2 | Bloodroot Seeds | 9d10 | -2 Skills | 1 Hour | - | 30g |
3 | Viper Venom | 10d10 | 1 Lethal | 6 rounds | 1 round | 75g |
3 | Arrow Frog | 10d10 | Target only succeeds on rolls of 9 or 10 for the duration of the effect. | 1 Hour | - | 75g |
4 | Bebelith Venom | 11d10 | 1 Lethal | 8 rounds | 1 round | 100g |
4 | Shadow Essence | 11d10 | Unconsciousness | 1 Hour | - | 100g |
5 | Lotus Venom | 12d10 | 1 Lethal, -2 Skills | 10 rounds | 1 round | 500g |
5 | Mysterious Powder | 14d10 | Target may not use any spells, or abilities that require mana. | 10 rounds | - | 10,000g |
Ingested Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Toadstool | 8d10 | x | x | x | 5g |
1 | Id Moss | 8d10 | x | x | x | 5g |
2 | Belladonna | 9d10 | x | x | x | 15g |
2 | Taggit Oil | 9d10 | x | x | x | 15g |
3 | Hemlock | 10d10 | x | x | x | 45g |
3 | Arsenic | 10d10 | x | x | x | 45g |
4 | King’s Sleep | 11d10 | x | x | x | 50g |
4 | Grave Dust | 11d10 | x | x | x | 50g |
5 | Tears of Death | 12d10 | x | x | x | 200g |