Equipment
Wealth and Money
Coinage
Trade Goods
Upkeep
Weapons
Weapon Types
Weapons are divided into several basic types
Unarmed Attacks: Without special training, fighting without a weapon is quite difficult (See Unarmed Attacks, page ???)
Simple and Martial Weapons: Most characters have proficiency with simple weapons. Better trained characters have proficiency with martial weapons as well. A character who uses a weapon with which they are not proficient takes a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well (in which case their statistics may change). Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Weapon Tables
Unarmed Attacks
| Name | Price | Damage | Range | Weight | Type | Tags |
| Unarmed Strike | 1d3 | --- | --- | Bludgeoning | Nonlethal |
Simple Melee Weapons
| Name | Price | Damage | Range | Weight | Type | Tags |
| Club | 1d6 | --- | 3 lb | Bludgeoning | Versatile | |
| Dagger | 1d4 | 10 ft | 1 lb | Piercing/Slashing | Thrown | |
| Mace | 1d8 | --- | 4 lb | Bludgeoning | Versatile | |
| Pike | 1d8 | --- | 5 lb | Piercing | Reach, Ready for Charge, Fragile | |
| Quarterstaff | 1d6 | --- | 4 lb | Bludgeoning | Finesse, Two Handed | |
| Spear | 1d8 | 20 ft | 4 lb | Piercing | Ready for Charge, Fragile, Thrown, Special | |
| Warclub | 1d8 | --- | 6 lb | Bludgeoning | Two Handed | |
| Warmace | 1d10 | --- | 7 lb | Bludgeoning | Two Handed, Clumsy |
Simple Ranged Weapons
| Name | Price | Damage | Range | Weight | Type | Tags |
| Arbalest | 1d8+5 | 100 ft | 10 lb | Piercing | Projectile, Loading III | |
| Dart | 1d4 | 40 ft | 1 lb | Piercing | Thrown, Light | |
| Heavy Crossbow | 1d6+4 | 70 ft | 6 lb | Piercing | Projectile, Loading II | |
| Heavy Javelin | 1d8 | 20 ft | 3 lb | Piercing | Thrown | |
| Javelin | 1d6 | 30 ft | 2 lb | Piercing | Thrown | |
| Light Crossbow | 1d6+2 | 60 ft | 4 lb | Piercing | Projectile, Loading I | |
| Sling | 1d6 | 60 ft | 0 lb | Blusgeoning | Projectile, Special |
Martial Melee Weapons
| Name | Price | Damage | Range | Weight | Type | Tags |
| Arming Sword | 1d8 | --- | 3 lb | Piercing/Slashing | Versatile | |
| Battleaxe | 1d8 | --- | 4 lb | Slashing | Versatile | |
| Flail | 1d10 | --- | 5 lb | Bludgeoning | Hand and a half, Trip, Disarming , Special | |
| Greataxe | 1d12 | --- | 7 lb | Slashing | Two Handed | |
| Greatsword | 1d12 | --- | 6 lb | Slashing | Two Handed | |
| Halberd | 1d10 | --- | 7 lb | Piercing/Slashing | Ready for Charge, Trip, Two Handed | |
| Handaxe | 1d6 | 20 ft | 2 lb | Slashing | Light, Thrown | |
| Heavy Flail | 1d12 | --- | 6 lb | Bludgeoning | Two Handed, Clumsy, Trip, Disarming, Special | |
| Longaxe | 1d10 | --- | 5 lb | Slashing | Hand and a Half | |
| Longsword | 1d10 | --- | 4 lb | Piercing/Slashing | Hand and a half | |
| Rapier | 1d8 | --- | 3 lb | Piercing | Finesse, Fragile | |
| Shortsword | 1d6 | --- | 2lb | Piercing/Slashing | Light |
Martial Ranged Weapons
| Name | Price | Damage | Range | Weight | Type | Tags |
| Longbow | 1d8 | 100 ft | 3 lb | Piercing | Projectile, Strength Rated | |
| Shortbow | 1d6 | 60 ft | 2 lb | Piercing |
Projectile, Strength Rated |
Weapon Tags
Many weapons have special properties.
Clumsy: You take a -1 penalty to AC when using a clumsy weapon.
Disarming: This weapon grants a +2 bonus on disarm attempts.
Finesse: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon, even though it isn't a light weapon.
Fragile: This weapon has a 25% chance to break on a natural 1.
Hand and a Half: This weapon can be used in one or two hands, but is somewhat clumsy when used with only one (-1 AC).
Light: You can use your Dexterity in place of your Strength bonus on attack rolls with this weapon.
Loading: You must spend a number of full round actions loading this weapon before it can be fired. The number of rounds varies by weapon: Loading I weapons require one round, Loading III three rounds, etc.
Nonlethal: This weapon does not normally create wounds or cause a creature to become dying. See nonlethal damage.
Projectile: This weapon requires ammunition to fire. A projectile weapon has a maximum range of 10 increments.
Reach: You can threaten and can attack enemies 10 ft away with a reach weapon, but you don’t threaten adjacent squares. You take a -4 penalty on attacks against adjacent enemies.
Ready for Charge: If you use a ready action to set a spear against a charge, any hit against a charging creature is a critical hit.
Special: This weapon has unique properties, detailed in its description.
Strength-rated: Projectile weapons of this type are made with strength ratings. If your strength bonus is below your weapon’s strength rating, you take a -4 penalty on attack rolls. You can add your strength bonus on damage rolls with such a weapon, up to the strength rating of the weapon.
Thrown: Thrown weapons can be thrown as a ranged attack. You can apply your strength bonus to damage rolls with a thrown weapon. A thrown weapon has a maximum range of 5 increments.
Trip: You can make trip attacks with a this weapon. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
Two Handed: This weapon must be used in two hands.
Versatile: This weapon can be used in one or two hands, without penalty. If you wield it in two hands, you add 1.5 times your strength bonus (instead of 1.0).
Weapon Descriptions
Arbalest: A very heavy crossbow with a steel prod and a special winch to draw it back. Its cost, bulk, and long loading time limit its battlefield use greatly; Imperial garrisons favor it for picking off besieging troops.
Arming Sword: A very common one-handed sword. Often carried as a sidearm, or as a primary weapon alongside a shield.
Battleaxe: A one-handed axe, weighted as a weapon rather than a tool.
Club: A simple bludgeon or cudgel, used by watchmen where drunks are a greater threat than bandits, and improvised by anyone in need of a weapon immediately.
Crossbow, Heavy: The most common variety of crossbow. Easier to use than a bow, but less effective at range. You can fire a heavy crossbow with one hand, but you take a -4 penalty on the attack.
Crossbow, Light: A less powerful crossbow, often used for hunting. You can fire a light crossbow with one hand, but you take a -4 penalty on the attack.
Dagger: A large knife, ubiquitous as a secondary weapon.
Dart: Essentially a light javelin, a dart is shorter but weighted to increase its penetrating power.
Flail: Capable of powerful strikes, but also useful for trapping enemy weapons and pulling enemies off their feet. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.
Flail, Heavy: A mighty two-handed flail, often with a long haft. Special: if you roll a natural one on an attack, you provoke a reaction attack from the target.
Greataxe: A two handed axe, capable of delivering terrible blows.
Greatsword: A reliable and powerful two-handed sword, popular with adventurers and sellswords who can afford it.
Halberd: A highly versatile polearm, capable of cutting with its axe-head and thrusting with its spear point. This spear head can be set against a charge, and the back-spike can be used to pull enemies of their feet or from their saddles.
Handaxe: A hatchet, useful as a tool and a weapon. Commonly weighted for throwing as well.
Javelin: A throwing spear, often hurled before joining a melee. You can use a javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.
Javelin, Heavy: A weighted javelin, sometimes made with a heavy iron head. You can use a heavy javelin in melee, but it is poorly designed for this purpose, and you take a -4 penalty on such attacks.
Longaxe: A long-hafted axe, used in one or both hands.
Longsword: Larger than the arming sword, but still somewhat convenient as a sidearm. The weapon of choice of the Serulaian nobility.
Mace: A steel club with a flanged head, to better deliver its force to the target.
Pike: A long spear, used to great effect in formation fighting.
Quarterstaff: A common peasant weapon, as dangerous as a sword in the right hands.
Rapier: A thin blade, popular in the Nine Cities.
Shortsword: A common weapon among peasants, bandits, and archers.
Sling: A simple but deadly weapon. You can add your strength bonus on damage rolls when using a sling.
Spear: The spear is versatile, but its long shaft does make it a little fragile. Special: a spear can be used one handed as a martial weapon. When you make a mounted charge with a spear, any hit is a critical hit.
Unarmed Strike: Attacking armed foes with no weapon of your own is a dangerous proposition (see ???). A gauntlet or other reinforcement allows your unarmed strikes to deal lethal damage.
Warclub: A two-handed club, often spiked or reinforced with bands of iron.
Warmace: A simple but powerful weapon, the warmace is difficult to defend with and does somewhat unbalance its wielder.
Armor
Wearing Armor
Armor protects you in combat, but it is also expensive and sometimes cumbersome. Armor is generally not too restrictive, if you're strong enough to handle the load--it was made to fight in, after all. See Adventuring for more information on encumbrance.
Proficiency
Depending on their class, a character may be proficient in some or all armors. For example, fighters can function normally in all types of armor, while mages are hindered by anything more than a heavy jacket. When a character wears armor for which they lack training, the check penalty (see below) applies to attacks made while wearing the armor. Arcane spellcasters also have a 50% chance to fumble their spells when casting in unfamiliar armor.
Armor Fitting
Even simple armors must fit decently to work well. Plate armors must be properly fitted to an individual, a process which requires time and a decent smith. Ill-fitting armor looks bad, and has the same penalties as nonproficiency.
AC Bonus
Each armor and shield increases a character's armor class by a certain amount, listed in its entry. An armor bonus doesn't stack with any other bonuses of the same type; if you used a shield in each hand, you would only receive the larger bonus. Similarly, if an ogre wore armor, it would only receive a bonus if the armor was more protective than its own thick hide.
Maximum Dexterity Bonus
This number is the maximum dexterity bonus to AC that this type of armor allows. Heavier armors limit your mobility, reducing your ability to dodge blows. Very agile characters can find themselves seriously hindered by heavy armor.
Armor Check Penalty
Armors heavier than a padded jack hurt a character's ability to use some skills. An armor check penalty applies to Acrobatics, Climb, Jump and Stealth checks; double the normal penalty applies to swim checks. The penalties for armor and shields stack with each other (though a shield can be stowed relatively quickly). A character's encumbrance might add a further check penalty.
Weight
Each armor has an associated weight; for weaker characters, plate armor can be impractically heavy, even if it is well distributed. Armor and shield weight counts towards encumbrance as normal, hindering a character more than just the armor statistics show. Very fine armors can be made lighter than normal without sacrificing protection.
Donning and Removing Armor
Putting on or removing very simple armor (such as a haubergeon or padded jack) can be done in about 30 seconds. Armor that covers much of the body (like boiled leather, hauberk, and mail and plates) can be donned in about a minute with help, or two minutes without. Suits of plate armor are difficult to put on without help, and pretty time consuming even if you have an assistant. Breastplate type armors and all heavy armors take 4 minutes to don with or without help. If you don't have help putting on heavy armor, the armor's check penalty is increased by three.
Sleeping in Armor
A character who sleeps in medium or heavy armor is fatigued the next day.
Armor Tables
Light Armor
| Armor | Cost | AC | Max Dex Bonus | Check Penalty | Weight |
| Leather Coat | 45 sp | 1 | +8 | 0 | 5 lb |
| Padded Jack | 2 | +6 | 0 | 5 lb | |
| Boiled Leather | 3 | +5 | -1 | 10 lb | |
| Haubergeon | 4 | +4 | -2 | 25 lb |
Medium Armor
| Armor | Cost | AC | Max Dex Bonus | Check Penalty | Weight |
| Hauberk | 400 sp | 5 | +3 | -3 | 30 lb |
| Mail and Plates | 5 | +4 | -2 | 30 lb | |
| Breastplate | 6 | +3 | -3 | 35 lb |
Heavy Armor
| Armor | Cost | AC | Max Dex Bonus | Check Penalty | Weight |
| Half-plate | 7 | +2 | -4 | 35 lb | |
| Full Plate | 1275 sp | 8 | +1 | -4 | 45 lb |
| Heavy Plate | 9 | +0 | -8 | 75 lb |
Shields
| Armor | Cost | AC | Max Dex Bonus | Check Penalty | Weight |
| Buckler | 1 | --- | -1 | 5 lb | |
| Light Shield | 37.5 sp | 1 | --- | -1 | 5 lb |
| Medium Shield | 90 sp | 2 | --- | -2 | 10 lb |
| Heavy Shield | 3 | --- | -3 | 15 lb | |
| Tower Shield | 4 | +2 | -6 | 25 lb |
Armor Descriptions
Leather Coat: a heavy leather coat or jacket, hardly distinguishable from civilian wear. Sometimes included in heavier armors.
Padded Jack: a padded coat, often worn under heavier armor.
Boiled Leather: boiled leather plates, cheap and somewhat effective.
Haubergeon: a shirt of mail.
Hauberk: a longer shirt of mail which also protects the arms with long sleeves.
Mail and Plates: a variety of related armors which augment mail with addition of small plates. Protecting the limbs with fitted plates instead of a heavy mail skirt and sleeves makes it less hindering than a hauberk.
Breastplate: a fitted cuirass, good protection when combined with lighter armor on the limbs.
Half Plate: The traveller’s full plate; a breastplate augmented with heavier limb armor.
Full Plate: Skillfully fitted armor plates cover almost the entire body; mail protects the joints. The great skill and expense required to create a full fitted suit makes this kind of armor a rarity in all but the richest places.
Heavy Plate: The best protection money can buy, but prohibitively expensive and restricting. This suit of full plate further protects its wearer with thicker plates and better armored joints. On the few occasions it sees use, it is mainly used for tournaments and sieges, where its drawbacks are less relevant.
Shield Descriptions
Donning or removing a strapped shield is a minor action. A held shield can be picked up like any other object, and dropped as a free action.
Buckler: A small, center-held shield, little larger than the metal boss on some larger shields. You can use your buckler hand to hold easily gripped items, but not to fight.
Light Shield: A small shield strapped to one arm, so that you can still use the arm to fight. The shield is a little bulky, so any attacks that use that arm (including two handed weapons) are at a -1 penalty.
Medium Shield: A mid-sized shield, held by straps or a central grip. You can hold things with your shield hand, but you can't fight with it.
Heavy Shield: A tall shield, large enough to easily protect the legs as well. Heavy shields always occupy your hand, and you have to drop anything else held in the shield hand to fight properly.
Tower Shield: A massive shield, large enough to protect the entire body. A tower shield is so unwieldy that it imposes a -2 penalty on attacks. If you give up your attacks, you can use it as total cover, hiding your whole body behind the shield. Many such shields have small folding spikes so that they can be stuck in the ground, allowing the character to use a missile weapon. While deployed in this way, the tower shield provides cover as a low wall (+4), but only from one side.
Adventuring Gear
Essence of Dictam
A sweet-smelling potion, popular among warriors and adventurers. A dose immediately reinvigorates the user and suppresses the effects of wounds and fatigue for about 5 minutes. The drug is quite addictive, but has remained popular since it was first imported from the east.
On use, the drinker can roll a recovery of up to half your total pool (minimum 1 die), and ignore the following conditions for 5 minutes: bloodied, wounded, fatigued, exhausted.
Overdose/repeated use: seizures
Withdrawal: exhaustion, trembling