GURPS Rules in Feyworld

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The current Feyworld Campaign makes use of the GURPS 4th Edition Rules, published by Steve Jackson Games. This chapter focuses on modifications of and definitions from that rules set.

Campaign Rules

Original article: Campaign Rules

Feyworld is a fantasy campaign that tends towards the realistic (cinematic rules from GURPS are not used). The intent is to provide a setting that encourages verisimilitude and focuses on the players' characters storylines. Basically, the game is intended to be a 'sandbox' where players can play the characters they want to play and make the choices those characters would make... though there will be a defined 'starting place' for the game, the campaign is driven by the decisions players make for their characters. If the group decides to reside in a city and focus on adventures to be had there, that's what the game will be about... if they want to grab a ship and become pirates, find ancient ruins and dungeons to explore or just pick a direction and start riding that way, the game will support that.

The following information on the campaign is loosely based on the "Campaign Planning Form" in GURPS Basic Set 4th Edition p. 567:

Campaign Name: The Chronicles of Feyworld

Starting Year: The Fourth Age of Man, 1354 IC

Campaign Background

Campaign Starting Region: The nation of Dracia on the continent of Aurea

Society/Government Type: Magocratic Monarchy

Control Rating: CR 5 (Repressive)

Tech Level: TL 3 (Medieval), though tech level varies per region, from TL 0 (Stone Age) to the cusp of TL 4 (Age of Sail).

Inspiration: Game of Thrones by George R. R. Martin, The Belgariad by David Eddings, The Conan Series by Robert E. Howard, The Chronicles of Narnia by C. S. Lewis, The Drenai Series by David Gemmell, Druids by Morgan Llywelyn, The Lord of the Rings/The Hobbit by J. R. R. Tolkein, The Secret of Kells, Spartacus TV Series on Starz, the Renshai Chronicles by Mickey Zucker Reichert.

Information for PCs

Starting point value allowed for PCs: 125 (plus bonus Advantages gained from Central Casting: Heroes of Legend by Paul Jaquays, used to build character backgrounds)

Disadvantage Limit: 75

Especially useful/useless character types: Anything can be useful, nothing is useless. If you want to play it, go for it.

Especially appropriate/inappropriate professions: Again, anything can work. Adventure and political intrigue often come into play, but playing a 'fish out of water' who's struggling in both elements can be fun as well.

PC races allowed: Dwarves, Elves, Half-Elves, Half-Orcs, Halflings, Humans, Lizardfolk and Minotaurs are allowed, though much of the world is extremely humano-centric, so there are consequences for playing non-human races of various degrees of severity.

Starting Wealth: Base 100 silver coins (roughly equivalent to $1,000 in the GURPS rules)

Starting Wealth levels allowed: Wealthy (20 points) is allowed, though particular rolls in Heroes of Legend may modify starting wealth to even higher levels.

Starting Status levels allowed: Status 2 (10 points) is allowed for starting characters, though rolls in Heroes of Legend may modify starting Status.

Starting TLs allowed: TL 3 is the 'base' TL, though TLs as low as 1 are allowed for starting characters, based on Cultural Template

Languages available: Most languages listed in Languages in Feyworld are allowed, though players are strongly recommended to choose human languages common on the continent of Aurea. Zetian is commonly used by merchants and scholars on Aurea of disparate native cultures to communicate, so it is the closest thing to a 'Common' language available, though it is only natively spoken in a few regions.

Cultural Familiarities available: See Cultures on Aurea for a list of dominant cultures on the continent. Any of these would be appropriate, depending on your character's background.

Required advantages, disadvantages and skills: All characters receive the following advantages for free: Cultural Familiarity (Native) [1], Native Language: Spoken (Native)/Written(Semi-Literacy) [5]

Especially appropriate or inappropriate advantages, disadvantages and skills: Any, though Technology Level certainly limits what is and isn't appropriate.

Appropriate Patrons (and base value): TBD.

Appropriate Enemies (and base value): TBD.

Special Abilities Allowed for PCs

Exotic/Supernatural Traits: Generally, Exotic and Supernatural Traits are prohibited during character creation, except those awarded by a Racial Template or rolled in Heroes of Legend.

There are, however, exceptions. Exotic and Supernatural Traits allowed at character creation are:

Advantages

  • Blessed (Basic pp. 40-41)
  • Catfall (Basic p. 41)
  • Channeling (Basic p. 41)
  • Destiny (Basic p. 48)
  • Discriminatory Hearing (Basic p. 49)
  • Discriminatory Smell (Basic p. 49)
  • Discriminatory Taste (Basic p. 49)
  • Higher Purpose (Basic p. 59)
  • Magery (Basic p. 66-7): Magery works a bit differently in Feyworld and must be taken based on the type of magic an individual is capable of casting.
  • Magic Resistance (Basic p. 67): Divided by Resistance to a specific Emanation of magic.
  • Mana Damper (Basic p. 67): Divided by Resistance to a specific Emanation of magic.
  • Mana Enhancer (Basic p. 68): Divided by Resistance to a specific Emanation of magic.
  • Medium (Basic p. 68)
  • Psi Static (Basic p. 78): The 'Resistible' Special Limitation must always apply.
  • Special Rapport (Basic p. 88)
  • Spirit Empathy (Basic p. 88): The 'Specialized' Special Limitation must always apply.
  • True Faith (Basic p. 94)

Disadvantages

  • Cursed (Basic p. 129)
  • Destiny (Basic p. 131)
  • Divine Curse (Basic p. 132)
  • Magic Susceptibility (Basic p. 143)
  • Weirdness Magnet (Basic p. 161)

Cinematic Skills: None.

Are PC mages allowed? Yes.

General mana level: Normal

Do areas of higher/lower mana exist? Yes.

Are any of the spells from Chapter 5 off limits? Spells available are limited by the type of magic a character can use. Obviously, any spell that affects or relies on technology higher than TL 3 doesn't exist.

Are PC psis allowed? Not at this time.

Are any of the powers from Chapter 6 off limits? See above.

Are PC gadgeteers allowed? Yes, though gadgets are limited to TL 4.

Are there special limits on gadgeteering? Quick Gadgeteering is not allowed.

Unusual Background cost(s) for these abilities: TBD

Legal or social restrictions on these abilities: TBD

Other Notes

Optional Rules or Variants: TBD

Character Creation

Original article: Character Creation Rules

Character Creation Rules

Advantages

Original article: Rules for Advantages

Changes to Existing Advantages

Absolute Direction (p. B34-5)

3D Spatial Sense is limited to GM approval; "Requires Signal" limitation is not allowed

Acute Senses (p. B35)

This advantage is limited to level 3 without GM approval.

Appearance (p. B21)

Transcendant level is not allowed during character creation. "Universal" Enhancement is not allowed.

Channeling (p. B41)

Actively Channeling a spirit can be sensed by someone with the Mystic Potential Advantage and on a Special Success on their Sense roll, they may determine the type of Spirit being Channeled. Actively Channeling a ghost can be sensed by someone with the Mediumship Potential Advantage.

Special Limitations

Ghosts Only: Your Channeling ability only functions on the ghosts of the departed. -30%.

Spirits Only: Your Channeling ability only functions on spirit entities (animal spirits, demonic spirits, etc). -30%.

Specialized: Your Channeling ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). -50%.

Charisma (p. B41)

This Advantage is limited to level 3 without GM approval.

Cybernetics (p. B46)

This Advantage is not allowed.

Enhanced Defenses (p. B51)

This Advantage is limited to level 1 without GM approval.

Magery (p. B66)

The Magery Avantage is not used in Feyworld. It is replaced by the Magic Potential and Magic Aptitude Advantages.

Magic Resistence (p. B67)

New Cost: 5 points/level

Note that individuals with Mana Resistance cannot also possess the Magic Potential Advantages unless they have the "Improved" Special Enhancement.

Special Limitations

Specific Emanation: You are resistant only to magic associated with one Emanation. 2 points/level.

Specific Path: You are resistant only to magic associated with one Path. 1 point/level.

Mana Damper (p. B67)

New Cost: 20 points/level

Note that individuals with Mana Damper cannot also possess the Magic Potential Advantages.

Special Limitations

Specific Emanation: You only dampen magic associated with one Emanation. 8 points/level.

Specific Path: You only dampen magic associated with one Path. 4 points/level.

Mana Enhancer (p. B68)

New Cost: 100 points/level

Special Limitations

Specific Emanation: You only dampen magic associated with one Emanation. 60 points/level.

Specific Path: You only dampen magic associated with one Path. 40 points/level.

Medium (p. B68)

A Medium actively communicating with a spirit can be sensed by someone with the Mystic Potential Advantage and on a Special Success on their Sense roll, they may determine the type of Spirit being communicated with. Actively communicating with a ghost can be sensed by someone with the Mediumship Potential Advantage.

Special Limitations

Ghosts Only: Your Medium advantage only functions on the ghosts of the departed. -30%.

Spirits Only: Your Medium advantage only functions on spirit entities (animal spirits, demonic spirits, etc). -30%.

Specialized: Your Medium ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). -50%.

Oracle (p. B72)

Actively using this Advantage can be detected by individuals with the Divinatory Potential Advantage through a Sense roll.

Power Investiture (p. B77)

This Advantage is replaced by the Divine Potential and Emanation Aptitude (Divine) Advantages.

Psi Static (p. B78)

The 'Resistible' Special Limitation always applies for this Advantage.

Spirit Empathy (p. B88)

Special Limitations

Ghosts Only: Your Medium advantage only functions on the ghosts of the departed. 7 points.

Spirits Only: Your Medium advantage only functions on spirit entities (animal spirits, demonic spirits, etc). 7 points.

Specialized: Your Medium ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). 5 points.

True Faith (p. B94)

True Faith is aligned to a particular deity and functions as described against any supernatural creature considered anathema to that deity. For example, while someone with True Faith (Lord Ptharos) will certainly work against vampires and demons, someone with True Faith (Dagon) would be able to have a similar affect on the angelic servitors of Lord Ptharos.

New Advantages

Magic Potential

Original article: Magic Potential Advantages

Magic Potential represents a caster's innate ability to access the magical power of an Emanation or Path. The Magic Potential Advantages are required to be able to draw power from an Emanation or Path. It essentially works like Magery 0 (p. B66), with exceptions noted.

Alchemical Potential
Original article: Alchemical Potential Advantage

4 points

Alchemical Potential is the ability to access the Path of Alchemy and is required to create Alchemical Elixirs (see GURPS Magic p. 210).

Note that this Advantage is included in the costs of the Hermetic Potential and Songweaving Potential Advantages.

Apotropaistic Potential
Original article: Apotropaistic Potential Advantage

3 points

Apotropaistic Potential is the ability to access the Path of Apotropaism and is required to use Apotropaistic Spells.

Note that this Advantage is included in the costs of the Sorcery Potential and Divine Potential Advantages.

Astrologic Potential
Original article: Astrologic Potential Advantage

3 points

Astrologic Potential is the ability to access the Path of Astrology and is required to use Astrology Spells.

Divinatory Potential
Original article: Divinatory Potential Advantage

3 points

Divinatory Potential is the ability to access the Path of Divination and is required to use Divinatory Spells. With Divinatory Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Divinatory power. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is. You can also make a Sense roll to determine if someone in your presence is actively using the Oracle Advantage.

Divine Potential
Original article: Divine Potential Advantage

11 points

Divine Potential is the ability to access the Emanation of Divine Magic, utilizing individual faith to channel Entitial energy. With Divine Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Divine, Apotropaistic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Divine Potential also allows for a reflexive roll when you first enter a Hallow. On a success, you intuitively know that you have entered a Hallow and on a Critical Success, you know to which deity the Hallow is aligned to.

The Divine Potential Advantage includes the Apotropaistic Potential and Herbalistic Potential Advantages. Note that you do not need a Vow to access spells of these types.

Unlike most other Magic Potential Advantages, this Advantage does not grant the ability to cast spells, though it is a pre-requisite to casting Divine Spells and the Emanation Aptitude (Divine) Advantage. To be able to cast Divine spells, the character must also possess a Vow (p. B160) appropriate to their deity. Divine casters use the Ritual Magic rules (p. B242 and p. Thau72).

Permanent Limitations: Limited Colleges (4) (Thau p. 24), Pact (p. B113)


Enchantment Potential
Original article: Enchantment Potential Advantage

4 points

Enchantment Potential is the ability to access the Path of Enchantment and is required to use Enchantment Spells and create Magic Items (see p. B480).

Herbalistic Potential
Original article: Herbalistic Potential Advantage

4 points

Herbalistic Potential is the ability to access the Path of Herbalism and is required to use Herbalistic Spells.

Note that this Advantage is included in the costs of the Nature Potential and Divine Potential Advantages.

Hermetic Potential
Original article: Hermetic Potential Advantage

14 points

Hermetic Potential is the ability to access the Emanation of Hermetic Magic, utilizing knowledge of the mathematical traits of the universe to draw on Astral power to manipulate reality. With Hermetic Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Hermetic, Mystic, or Alchemical Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Hermetic Potential also allows for a reflexive Sense roll when you first enter a Node. On a success, you intuitively know that you have entered a Node and on a Critical Success, you know to what sort of Hermetic Magic the Node is aligned to.

The Hermetic Potential Advantage includes the Alchemical Potential and Mystic Potential Advantages.

The Hermetic Potential Advantage is required to be able to cast Hermetic Spells.

Mediumship Potential
Original article: Mediumship Potential Advantage

5 points

Mediumship Potential is the ability to access the Path of Mediumship and is required to use Mediumship Spells. With Mediumship Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Mediumship power. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is. You can also make a Sense roll to determine if someone is actively using the Channeling or Medium Advantage with a ghost (though not if either is being used with a spirit entity).

Note that this Advantage is included in the costs of the Sorcery Potential and Songweaving Potential Advantages.

Mystic Potential
Original article: Mystic Potential Advantage

5 points

Mystic Potential is the ability to access the Path of Mysticism and is required to use Mystic Spells. With Mystic Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Mystic power. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is. You can also make a Sense roll to determine if someone is actively using the Channeling or Medium Advantage with a spirit (though not if either is being used with a ghost).

Note that this Advantage is included in the costs of the Hermetic Potential and Nature Potential Advantages.

Nature Potential
Original article: Nature Potential Advantage

14 points

Nature Potential is the ability to access the Emanation of Nature Magic, utilizing knowledge of the natural magical power inherent in all things to affect reality. With Nature Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Nature, Mystic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Nature Potential also allows for a reflexive Sense roll when you first enter a Ley Line. On a success, you intuitively know that you have entered a Ley Line and on a Critical Success, you know which direction the Ley Line flows to and from. If you are on a Convergence, you get a +1 to this Sense roll for each Ley Line crossing the Convergence.

The Nature Potential Advantage includes the Herbalistic Potential and Mystic Potential Advantages.

The Nature Potential Advantage is required to be able to cast Nature Spells.

Necromantic Potential
Original article: Necromantic Potential Advantage

3 points

Necromantic Potential is the ability to access the Path of Necromantic and is required to use Necromantic Spells.

Songweaving Potential
Original article: Songweaving Potential Advantage

12 points

Songweaving Potential is the ability to access the Emanation of Songweaving, utilizing song to affect the Harmonic Resonance of people, places and things. With Songweaving Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Songweaving, Alchemical, or Mediumship Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Songweaving Potential also allows you to participate in the creation of a Tapestry.

The Songweaving Potential Advantage includes the Alchemical Potential and Mediumship Potential Advantages.

The Songweaving Potential Advantage is required to be able to cast Songweaving Spells. Note that to cast Songweaving Spells, you must be able to sing or play a musical instrument. Songweaving spells can never be cast silently and you are not freed from the ritual of speaking to cast spells as your spell level increases (see Magic Rituals, p. B237).

Permanent Limitations: Song (p. B67)

Sorcery Potential
Original article: Sorcery Potential Advantage

13 points

Sorcery Potential is the ability to access the Emanation of Sorcery, using the Will to affect the architecture of reality itself. With Sorcery Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Sorcery, Apotropaistic, or Mediumship Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Sorcery Potential also allows for a reflexive Sense roll when you first enter a Hallow, Ley Line, Node or Tapestry. On a success, you intuitively know that you have entered such a Place of Power and can force your Will on that Place of Power to assist in the casting of Sorcery Spells (you do not gain the benefits of a Place of Power you are unaware of).

Permanent Limitations: External Sources Only (External Energy Only) (Thau p. 24).

The Sorcery Potential Advantage includes the Apotropaistic Potential and Mediumship Potential Advantages.

The Sorcery Potential Advantage is required to be able to cast Sorcery Spells.

Nature Potential
Original article: Nature Potential Advantage

14 points

Nature Potential is the ability to access the Emanation of Nature Magic, utilizing knowledge of the natural magical power inherent in all things to affect reality. With Nature Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Nature, Mystic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Nature Potential also allows for a reflexive Sense roll when you first enter a Ley Line. On a success, you intuitively know that you have entered a Ley Line and on a Critical Success, you know which direction the Ley Line flows to and from. If you are on a Convergence, you get a +1 to this Sense roll for each Ley Line crossing the Convergence.

The Nature Potential Advantage includes the Herbalistic Potential and Mystic Potential Advantages.

The Nature Potential Advantage is required to be able to cast Nature Spells.

Witchcraft Potential
Original article: Witchcraft Potential Advantage

There is no Witcraft Potential Advantage. The ability to cast Witchcraft Spells is granted as part of a Infernal Pact Disadvantage (yes, the benefits of being able to cast Witchcraft Spells outweighs the negatives of entering into a Pact with demonic forces).

Magic Aptitude

Original article: Magic Aptitude Advantages

Magic Aptitude represents a measure of the caster's overall skill with the magical power of an Emanation or Path. Magic Aptitude works like levels of Magery (p. B66), but each Emanation and Path requires a separate iteration of this Advantage and each has its own point cost.

Emanation Aptitude
Original article: Emanation Aptitude Advantage

Variable Cost

Prerequisite: One of the appropriate Magic Potential Advantages

Emanation Aptitude makes it much easier to learn and use the magic you have Magic Potential in. Add your Emanation Aptitude to IQ when you learn spells. For instance, if you have IQ 14, Emanation Aptitude 3 lets you learn spells as if you had IQ 17. Add your Emanation Aptitude level to Perception when you roll to sense magic items, when you roll to sense a Place of Power and to IQ when you learn the Thaumatology skill (p. B225).

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Emanation Aptitude level, to a minimum of 60% of the usual time at Emanation Aptitude 4. For instance, with Emanation Aptitude 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Emanation Aptitude as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Emanation Aptitude you need. Note that high Emanation Aptitude lets you produce powerful results with even the most basic spells; see Magery and Effect (p. B237).

Costs are as follows:

  • Divine Emanation Aptitude costs 8/level
  • Hermetic Emanation Aptitude costs 10/level
  • Nature Emanation Aptitude costs 10/level
  • Songweaving Emanation Aptitude costs 6/level
  • Sorcery Emanation Aptitude costs 10/level

In the Feyworld campaign, you must have GM approval to purchase Emanation Aptitude 4 or higher.

Path Aptitude
Original article: Path Aptitude Advantage

Variable cost

Prerequisite: One of the appropriate Magic Potential Advantages

Path Aptitude makes it much easier to learn and use the magic you have Magic Potential in. Add your Path Aptitude to IQ when you learn spells. For instance, if you have IQ 14, Path Aptitude 2 lets you learn spells as if you had IQ 16. Add your Path Aptitude level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill (p. B225).

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Path Aptitude level, to a minimum of 60% of the usual time at Path Aptitude 4. For instance, with Path Aptitude 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Path Aptitude as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Path Aptitude you need. Note that high Path Aptitude lets you produce powerful results with even the most basic spells; see Magery and Effect (p. B237).

Path Aptitude Costs are as follows:

  • Alchemical Path Aptitude costs 7/level
  • Apotropaistic Path Aptitude costs 6/level
  • Astrologic Path Aptitude costs 6/level
  • Divinatory Path Aptitude costs 6/level
  • Enchantment Path Aptitude costs 7/level
  • Herbalistic Path Aptitude costs 7/level
  • Mediumship Path Aptitude costs 9/level
  • Mystic Path Aptitude costs 9/level
  • Necromantic Path Aptitude costs 6/level
  • Witchcraft Path Aptitude costs 4/level

In the Feyworld campaign, you must have GM approval to purchase Path Aptitude 3 or higher.


Disadvantages

Original article: Rules for Disadvantages

Disadvantages

Skills

Original article: Rules for Skills

New Skills

Original article: Cosmology Skill

IQ/Very Hard

Defaults: IQ-7, Thaumatology -4 and Theology -4.

Cosmology is the study of other planes and dimensions and the various ways those other planes interact with the Material Plane (see Cosmology for more information). It includes a working knowledge of the various Places of Power, how they work and how they might be located. For Sorcerors, Cosmology is a Limiting Skill and Sorceror's skills with spells cannot exceed their base skill in Cosmology.

Someone skilled in Cosmology could, for example, locate a naturally-occurring gate to another realm or use a map to determine the most likely location for a ley line. For Socerors, it can also be used to actually create Gates, given the appropriate spell knowledge.

Magic

Original article: Magic Rules

Magic Rules

Psionics

Original article: Psionics Rules

Psionics Rules

Templates

Original article: Rules for Templates

Racial Templates

Original article: Racial Templates

Dwarf

Original article: Dwarven Racial Template
35 points

Attributes: IQ+1 [20]

Secondary Attributes: Basic Move -1 [-5]

Advantages: Alcohol Tolerance [1], Extended Lifespan 4 [8], Magic Resistance (Divine) 3 [6], Night Vision 5 [5], Talent (Artificer) 1 [5]

Disadvantages: Stubbornness [-5]

Features: Size Modifier -1

Elf

Original article: Elven Racial Template
75 points

Attributes: DX+1 [20]

Secondary Attributes: Hit Points -2 [-4], Perception +2 [10]

Advantages: Appearance (Attractive) [4], Perfect Balance [15], Telescopic Vision 2 [10], Unaging [15], Voice [10]

Disadvantages: Restricted Diet (Vegetarian) with Substitution Special Limitation [-5]

Features: Size Modifier +1

Half-Elf

Original article: Half-Elven Racial Template
28 points

Attributes: DX+1 [20]

Secondary Attributes: Perception +2 [10]

Advantages: Telescopic Vision 1 [5], Extended Lifespan 4 [8]

Disadvantages: Social Stigma (Minority Group) [-10]

Features: None

Half-Orc

Original article: Half-Orc Racial Template
30 points

Attributes: HT+1 [10], ST+1 [10]

Secondary Attributes: None

Advantages: Hard to Subdue 1 [2], High Pain Threshold [10], Infravision [10], Reduced Consumption 2 with Cast-Iron Stomach [2]

Disadvantages: Appearance (Unattractive) [-4], Social Stigma (Minority Group) [-10]

Features: None

Halfling

Original article: Halfling Racial Template
15 points

Attributes: ST -2 [-20], DX +1 [20]

Secondary Attributes: Basic Move -1 [-5]

Advantages: Fearlessness 3 [6] Flexibility [5], Silence 4 [20]

Disadvantages: Increased Consumption 1 [-10], Overweight [-1]

Features: Size Modifier -2

Orc

Original article: Orcish Racial Template
35 points

Attributes: HT+2 [20], ST+1 [10]

Secondary Attributes: None

Advantages: Hard to Kill 1 [2], Hard to Subdue 2 [4], High Pain Threshold [10], Infravision [10], Reduced Consumption 2 with Cast-Iron Stomach [2]

Disadvantages: Appearance (Ugly) [-8], Social Stigma (Monster) [-15]

Features: None


Cultural Templates

Original article: Cultural Templates

Dracian

Original article: Dracian Cultural Template
15 points

The Dracian people are known as wily, persuasive merchants. Even a poor farmer tends to have a basic knowledge of mercantilism and haggling is considered by many the national art form.

Skills: Accounting (H) IQ-2 [1]-8, Area Knowledge (Dracia) (E) IQ+1 [2]-11, Diplomacy (H) IQ-2 [1]-8, Fast-Talk (E) IQ+1 [2]-11, Merchant (A) IQ+0 [2]-10

Advantages: Cultural Familiarity (Dracian) [1], Language, Dracian (Native) [6]*

* Note that Language (Native) has no point cost if this is the character's first language.

Stavarian

Original article: Stavarian Cultural Template
11 points

The Stavarian people are able agriculturalists and fisherman, though they are extreme isolationists and tend to be distrustful of outsiders.

Skills: Area Knowledge (Stavaria) (E) IQ+1 [2]-11, either Farming (A) IQ+0 [2]-10 or Boating (Sailboat or Unpowered) (A) DX-1 [1]-9 and Fishing (E) Per+0 [1]-10.

Advantages: Cultural Familiarity (Dracian) [1], Language, Dracian (Native) [6]*, Talent, Outdoorsman - 1 [10]

* Note that Language (Native) has no point cost if this is the character's first language.

Disadvantages: Intolerance [-10]

Waldavian

Original article: Waldavian Cultural Template
13 points

A rising power in the region, the Waldavians are known both as their wool-producing industry and their increasing skill at arms, particularly polearms.

Skills: Area Knowledge (Waldavia) (E) IQ+1 [2]-11, Farming (A) IQ+0 [2]-10, Polearm (A) DX+0 [2] 10.

Advantages: Cultural Familiarity (Dracian) [1], Language, Dracian (Native) [6]*

* Note that Language (Native) has no point cost if this is the character's first language.


Equipment

Original article: Equipment Rules

Melee Weapons

Original article: Melee Weapons

Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill in Chapter 4 or applicable section of Chapter 13 for special rules.

Weapon

The general class of weapon in question; e.g., “shortsword” or “axe, great.” Each entry represents a wide range of individual types.

TL (Tech Level)

The tech level at which the weapon first becomes widespread. You may only buy weapons of TL3 or less, unless you have the High TL trait (p. 23).

Damage

For melee weapons, such as swords and axes, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage.

Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.

Damage Type: An abbreviation indicating the type of injury or effect the attack causes.

Abbreviation Damage Type
aff affliction
burn burning
cor corrosion
cr crushing
cut cutting
fat fatigue
imp impaling
pi- small piercing
pi piercing
pi+ large piercing
pi++ huge piercing
spec. special – see weapon notes
tox toxic

A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. B377) for additional rules.

Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target that takes a direct hit – not to those caught in the blast radius or hit by fragments.

Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.

Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. B381) and Follow-Up Damage (p. B381).

Reach

This is the distance in yards at which a human-sized or smaller wielder can strike with the weapon. For example, reach “2” means the weapon can only strike a foe two yards away – not a closer or more distant one.

“C” indicates you can use the weapon in close combat; see Close Combat (p. B391).

Some weapons have a continuum of reaches; e.g., a spear with reach “1, 2” can strike targets either one or two yards away. An asterisk (*) next to reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can strike at foes that are at any distance within the weapon’s reach.

Parry

A number, such as “+2” or “-1,” indicates the bonus or penalty to your Parry defense when using that weapon (see Parrying, p. B376). For most weapons, this is “0,” meaning “no modifier.”

“F” means the weapon is a fencing weapon (see p. B404).

“U” means the weapon is unbalanced: you cannot use it to parry if you have already used it to attack this turn (or vice versa).

“No” means the weapon cannot parry at all.

Cost

The price of a new weapon, in silver pieces. For swords and knives, this includes a sheath or a scabbard.

Weight

The weight of the weapon, in pounds; “neg.” means “negligible.”

ST (Strength)

The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.

For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18.

Natural weapons (e.g., a punch or kick) have neither minimum nor maximum ST.

“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST.

“‡” means the weapon requires two hands and becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round up). To use it in one hand without it becoming unready, you need at least three times the listed ST.

Notes

Any applicable notes for the weapon or its usage are listed here.

Melee Weapon Quality

Muscle-powered melee and thrown weapons come in several quality grades, described below. Quality influences the odds of breakage when you parry a very heavy weapon; see Parrying Heavy Weapons (p. B376).

Quality Break Modifier Damage Modifier Cost Modifier
Cheap +2 0 (-1 Acc) -40%
Good +0 +0 +0%
Fine -1 +1 (cutting/impaling only) x4 (fencing or sword), x3 (crushing or impaling weapon) or x10 (cutting weapon)
Very Fine -2 +2 (cutting/impaling only) x20 (fencing weapons and swords only)
Presentation N/A N/A x5 to x20 (stacks with price modifiers above)

Melee Weapon Composition

Composition TL Notes
Stone 0 Armor divisor (0.5) on cutting and impaling damage, no damage bonus for being fine or better; treat as cheap when parrying a swung metal weapon
Obsidian 1 +1 to cutting/impaling damage, +2 to breakage; loses damage bonus if used to parry any weapon or strike DR 2+
Bronze 1 No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
Solid Silver 1 Cost x20 list price
Silver Coated 1 Cost x3; wounding multiplier for Vulnerability (Silver) reduced (x2 to x1.5, x3 to x2, x4 to x3)
Iron 2 No damage bonus for being fine or better; No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
Steel 3 Default composition; no modifiers

Melee Weapon Table

Weapon TL Swing Damage Thrust Damage Reach Parry Cost Weight ST Skill Ref Notes
Axe 0 sw+2 cut 1 0U 5 sp 4 11 Axe/Mace B271
Axe, Great 1 sw+3 cut 1, 2* 0U 10 sp 8 12‡ Two-Handed Axe/Mace B274
Axe, Long 2 sw+3 cut 1, 2* 0U 7.5 sp 6 11‡ Two-Handed Axe/Mace LT58
Axe, Small 0 sw+1 cut 1 0U 4.5 sp 3 10 Axe/Mace LT54
Axe, Throwing 0 sw+2 cut 1 0U 6 sp 4 11 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Axe, Throwing, Small 0 sw+1 cut 1 0U 5 sp 3 10 Axe/Mace LT64 Can be thrown, see Muscle-Powered Ranged Weapon Table (p. B275).
Baton 0 sw cr thr cr 1 0 2 sp 1 6 Shortsword B273
Baton, Short 0 sw-1 cr thr cr C, 1 / C -1 3 sp 0.5 5 Knife LT54
Beak, Sharp thr-1 pi+ C No Brawling or DX B271 Brawling (p. 182) improves damage
Bill 3 sw+3 cut thr+3 imp / thr-1 cut 2,3*/1-3*/1-3* 0U 12.5 sp 8 11‡ / 11† / 11† Polearm LT55
Bill, Dueling 3 sw+2 cut thr+3 imp / thr-1 cut 1,2* 0U / 0 / 0U 10 sp 6 9† Polearm LT55
Blackjack or Sap 1 thr cr C 0 2 sp 1 7 Brawling or DX B271 Brawling (p. 182) improves damage
Bola Perdida 0 sw cr 1 -2U 1 sp 1 6 Flail LT55 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all!  Attempts to block flails are at -1.
Bolas 0 sw+1 cr 1 -2U 2 sp 2 7 Flail LT55 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all!  Attempts to block flails are at -1.
Cestus 2 thr cr C 0 5 sp 1 Boxing, Brawling, Karate, or DX B271 Gives the hand (only) DR 4 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Club, Light 0 sw+1 cr thr+1 cr 1 0 0.5 sp 3 10 Broadsword B271
Cutlass 4 sw cut thr+1 imp 1 0 50 sp 2 8 Shortsword LT56 Has a metal hilt that provides DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets.
Dagger 1 thr-1 imp C -1 2 sp 0.25 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Estoc 3 thr+2 imp sw+1 cr 1 0 50 sp 3 10 Broadsword LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2
Flail 2 sw+4 cr 1, 2* 0U 10 sp 8 13† Two-Handed Flail B274 Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
Garrote 0 spec. spec. C No 0.2 sp neg. Garrote B272 A piece of rope used to strangle; see Garrotes (p. 405).
Glaive 1 sw+3 cut thr+3 imp 2, 3* / 1-3* 0U 10 sp 8 11‡ / 11† Polearm B272
Glaive, Dueling 3 sw+2 cut thr + 3 imp 1,2* 0U/ 0 8 sp 6 9† Polearm LT56
Halberd 3 sw+5 cut / sw+4 imp thr+3 imp 2, 3* / 1-3* 0U 15 sp 12 13‡ / 12† Polearm B272 When impaling May get stuck; see Picks (p. B405).
Halberd, Dueling 3 sw+4 cut / sw+3 imp thr+3 imp 1,2* 0U / 0U / 0 12 sp 10 12† / 12† / 11† Polearm LT56 When impaling May get stuck; see Picks (p. B405).
Hatchet 0 sw cut 1 0 4 sp 2 8 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Javelin 1 thr+1 imp 1 0 3 sp 2 6 Spear B273 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Kick thr cr C, 1 No Brawling-2, Karate-2, or DX-2 B271 Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
Kick w. Boots thr+1 cr C, 1 No Brawling-2, Karate-2, or DX-2 B271 Brawling (p. 182), and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
Knife, Large 0 sw-2 cut thr imp C, 1 / C -1 4 sp 1 6 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Knife, Long 1 sw-1 cut thr imp C, 1 0 12 sp 1.5 7 Knife LT56
Knife, Small 0 sw-3 cut thr-1 imp C, 1 / C -1 3 sp 0.5 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Knobbed Club 0 sw+1 cr 1 0 2 sp 2 8 Axe/Mace LT58
Knuckles, Bare thr-1 cr C 0 Boxing, Brawling, Karate, or DX B271 Boxing (p. 182), Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage
Knuckles, Brass 1 thr cr C 0 1 sp 0.25 Boxing, Brawling, Karate, or DX B271 Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Lance 2 thr+3 imp 4 No 6 sp 6 12 Lance B272 Damage increases in a mounted charge; see Cavalry Weapons (p. 397).
Mace 2 sw+3 cr 1 0U 5 sp 5 12 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Mace, Small 2 sw+2 cr 1 0U 3.5 sp 3 10 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Maul 0 sw+4 cr 1, 2* 0U 8 sp 12 13‡ Two-Handed Axe/Mace B274
Morningstar 3 sw+3 cr 1 0U 8 sp 6 12 Flail B272 Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
Myrmex 1 thr cr C 0 2 sp 0.25 Boxing, Brawling, Karate, or DX B271 Gives the hand (only) DR 1 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Oar 0 sw+3 cr 1,2* 0U 4 sp 8 12‡ Polearm LT60
Pick 3 sw+1 imp 1 0U 7 sp 3 10 Axe/Mace B271 May get stuck; see Picks (p. B405).
Pike 2 thr+3 imp 4, 5* 0U / 0 8 sp 13 12† Spear LT60
Poleaxe 3 sw+4 cut / sw+4 cr 2, 3* 0U 12 sp 10 12‡ Polearm B272
Rondel Dagger 3 thr imp C -1 4 sp 1 6 Knife/Main-Gauche LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2.
Round Mace 0 sw+2 cr 1 0U 3.5 sp 5 12 Axe/Mace LT58 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Round Mace, Small 0 sw+1 cr 1 0U 2.5 sp 3 10 Axe/Mace LT58 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Scythe 1 sw+2 cut / sw imp 1 0U 1.5 sp 5 11‡ Two-Handed Axe/Mace B274 If using tip (impaling damage), May get stuck; see Picks (p. B405).
Shield Bash 0 thr cr 1 No var var. Shield B273
Shield Bash w. Spike 1 thr+1 cr 1 No 2 sp 5 Shield B273
Sickle 1 sw cut/sw imp thr-2 cut 1 0 / 0U / 0U 4 sp 2 8 Axe/Mace LT62 When used to impale, may get stuck; see Picks (p. B405); When used to thrust, hook enables the rules under Hook (p. LT54), and may also damage the victim.
Spear 0 thr+2 imp / thr+3 imp 1* / 1, 2* 0 4 sp 4 9 / 9† Spear B273 Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
Spear, Heavy 1 thr+4 imp / thr+3 cut 2,3* / 3 0U 9 sp 6 11† Spear LT62 Cutting damage is tip slash
Spear, Long 2 thr+2 imp / thr+3 imp 2, 3* 0U / 0 6 sp 5 10 / 10† Spear LT62 Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
Spear, Short 1 thr+1 imp/thr cut 1 0 3 sp 2 6 Spear LT62 Cutting damage is tip slash
Staff, Long 0 sw+2 cr thr+2 cr 2,3 2 1.5 sp 5 10† Spear LT61
Staff, Quarterstaff 0 thr+2 cr 1, 2 2 1 sp 4 7† Staff B273
Staff, Quarterstaff 0 sw+2 cr thr+1 cr 1, 2 / 2 0 1 sp 4 9† Two-Handed Sword B274
Staff, Short 0 sw cr thr cr 1 0F 2 sp 1 6 Smallsword B273
Stake, Wooden 0 thr(0.5) imp C -1 0.4 sp 0.5 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Stiletto 3 thr-1 imp C 1 2 sp 0.25 5 Knife/Main-Gauche LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2.
Striker var. var. var. var. Brawling or DX B271 See p. 88.
Sword, Bastard 3 sw+1 cut / sw+2 cut thr+1 cr / thr+2 cr 1, 2 / 2 0U/ 0 65 sp 5 11 / 10† Broadsword / Two-Handed Sword B271 Can be used one handed or two handed.
Sword, Broad 2 sw+1 cut thr+1 cr 1 0 50 sp 3 10 Broadsword B271
Sword, Cutlass 4 sw cut thr imp 1 0 30 sp 2 8 Shortsword B273 Hilt counts as brass knuckles in close combat.
Sword, Great 3 sw+3 cut thr+2 cr 1, 2 / 2 0 80 sp 7 12† Two-Handed Sword B274
Sword, Rapier 4 thr+1 imp 1, 2 0F 50 sp 2.75 9 Rapier B273
Sword, Rapier, Edged 4 sw cut thr+1 imp 1,2 0F 100 sp 3 10 Rapier LT61
Sword, Rapier, Edged, Light 4 sw-1 cut thr+1 imp 1 0F 70 sp 2.25 8 Rapier LT61
Sword, Rapier, Light 4 thr+1 imp 1 0F 40 sp 2 8 Rapier LT61
Sword, Saber 4 sw-1 cut thr+1 imp 1 0F 70 sp 2 8 Saber LT61
Sword, Short 2 sw cut thr imp 1 0 40 sp 2 8 Shortsword B273
Sword, Small 4 thr+1 imp 1 0F 40 sp 1.5 5 Smallsword B273
Sword, Thrusting Bastard 3 sw+1 cut / sw+2 cut thr+2 imp / thr+3 imp 1, 2 / 2 0U / 0 75 sp 5 11 / 10† Broadsword / Two-Handed Sword B271 Can be used one handed or two handed.
Sword, Thrusting Broadsword 2 sw+1 cut thr+2 imp 1 0 60 sp 3 10 Broadsword B271
Sword, Thrusting Greatsword 3 sw+3 cut thr+3 imp 1, 2 / 2 0 90 sp 7 12† Two-Handed Sword B274
Teeth, Blunt thr-1 cr C No Brawling or DX B271 Brawling (p. 182) improves damage
Teeth, Fangs thr-1 imp C No Brawling or DX B271 Brawling (p. 182) improves damage
Teeth, Sharp thr-1 cut C No Brawling or DX B271 Brawling (p. 182) improves damage
Trident 2 thr + 3(0.5) imp / thr + 4 (0.5) imp 1* / 1, 2* 0U / 0 8 sp 5 11 / 10† Spear LT64 -2 to hit; Can be used one or two handed; can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon; Target at -1 to Dodge, +1 to Block or Parry.
Warhammer 3 sw+3 imp 1, 2* 0U 10 sp 7 12‡ Two-Handed Axe/Mace B274 May get stuck; see Picks (p. B405).
Whip 1 sw-2(0.5) cr 1-7* -2U 2 sp 2 var. Whip B274  Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).
Whip, Light 1 sw-5(0.5) cr 1-7* -2U 2 sp 0.5 var. Whip LT64  Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).

Missile Weapons

Original article: Missile Weapons

Weapon

The general class of weapon in question; e.g., “blowpipe” or “crossbow.” Each entry represents a wide range of individual types.

TL (Tech Level)

The tech level at which the weapon first becomes widespread. You may only buy weapons of your campaign’s TL or less, unless you have the High TL trait (p. 23).

Damage

For missile weapons, such as bows and crossbows, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear.

Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.

Damage Type: An abbreviation indicating the type of injury or effect the attack causes.

Abbreviation Damage Type
aff affliction
burn burning
cor corrosion
cr crushing
cut cutting
fat fatigue
imp impaling
pi- small piercing
pi piercing
pi+ large piercing
pi++ huge piercing
spec. special – see weapon notes
tox toxic

A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. B377) for additional rules.

Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target that takes a direct hit – not to those caught in the blast radius or hit by fragments.

Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.

Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. B381) and Follow-Up Damage (p. B381).

Acc (Accuracy)

Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a builtin scope, the bonus for this appears as a separate modifier after the weapon’s base Acc; e.g., “7+2.”

Range

If a weapon has only one range number, this is the Maximum Range (Max) in yards at which it can attack a target. If two numbers appear, separated by a slash, the first is Half-Damage Range (1/2D) and the second is Max. Damaging attacks on targets at or beyond 1/2D inflict half damage, and those that require a HT roll to resist are resisted at +3.

Muscle-powered weapons usually list 1/2D and Max as multiples of the wielder’s ST, not as a fixed range. For example, “x10/x15” means 1/2D is 10xST and Max is 15xST, so someone with ST 10 would have 1/2D 100 and Max 150. For bows, crossbows and mechanical artillery, use the weapon’s ST in these formulas.

A few weapons have a minimum range, given in their Notes. The weapon cannot attack a target closer than this range – usually because it fires in a high arc, or has safety, fusing, or guidance limitations.

Weight

The weight of the weapon, in pounds; “neg.” means “negligible.” For missile weapons with Shots 2+, this is loaded weight.

RoF (Rate of Fire)

The maximum number of shots an ordinary shooter can fire in a one-second turn.

Shots

The number of shots the weapon can fire before you must reload or recharge it. “T” means the weapon is thrown. To “reload,” pick it up or ready a new weapon!

The parenthetical number following Shots indicates the number of one second Ready maneuvers needed to reload all of the weapon’s shots (e.g., by changing magazines) – or, for a thrown weapon, the time needed to ready another weapon. An “i” next to this means you must load shots individually: the time listed is per shot rather than for all shots.

A crossbow or prodd takes the indicated time to ready (4 turns) only if its ST is no greater than yours (see Crossbows and ST, below). Double this if the bow’s ST is 1 or 2 greater. If its ST is 3 or 4 greater, you need a “goat’s foot” device to cock it; this takes 20 turns, and requires you to stand. If its ST is 5 or more above yours, you cannot reload it at all.

Cost

The price of a new weapon, in silver coins.

ST (Strength)

The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.

“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or crossbow, it always requires two hands, regardless of ST.

Crossbows and ST: Bows, crossbows, and prodds have their own ST value. Use this instead of your ST to determine range and damage. You must specify the ST of such a weapon when you buy it. You can always use a weapon that is weaker than you. You can use a stronger crossbow or prodd; it does more damage but take longer to cock (see Shots, above). You cannot use a stronger bow.

Bulk

A measure of the weapon’s size and handiness. Bulk modifies your weapon skill when you take a Move and Attack maneuver (see Move and Attack, p. 365). It also serves as a penalty to Holdout skill when you attempt to conceal the weapon.

Notes

Any applicable notes for the weapon or its usage are listed here.

Missile Weapon Quality

Blowpipes, bows, and crossbows may be fine weapons. Increase 1/2D and Max range by 20%. They cost 4 times list price.

Thrown weapons, and arrows and bolts, use the rules under Melee Weapon Quality (p. B274).

Weapon TL Damage Acc Range Weight RoF Shots Ready Ammo Cost ST Bulk Skill Ref Notes
“Goat’s Foot” 3 2 -20 5 sp 7† Crossbow B276 Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers.
Atlatl with Dart 0 sw-1 imp 1 x3/x4 1 1 1 1 Dart 2 sp 5 -3 Spear Thrower B276 Requires two hands to ready, but only one hand to attack.
Atlatl with Javelin 0 sw+1 imp 3 x2/x3 2 1 1 1 Bullet 3 sp 6 -4 Spear Thrower B276 Requires two hands to ready, but only one hand to attack.
Axe, Throwing 0 sw+2 cut 2 x1/x1.5 4 1 Thr 1 Thrown 6 sp 11 -3 Thrown Weapon (Axe/Mace) B276
Blowpipe 0 1d-3 pi- 1 x4 1 1 1 2 Dart 3 sp 2 -6 Blowpipe B275 Requires two hands to ready, but only one hand to attack
Bola Perdida 0 sw cr 0 x6/x10 1 1 Thr 1 Thrown 1 sp 6 -2 Bolas LT72
Bola Perdida 0 sw cr 0 x6/x10 1 1 Thr 1 Thrown 1 sp 6 -2 Sling LT72
Bolas 0 thr-1 cr 0 x3 2 1 Thr 1 Thrown 2 sp 7 -2 Bolas B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Bow, Composite 1 thr+3 imp 3 x20/x25 4 1 1 2 Arrow 90 sp 10† -7 Bow B275
Bow, Long 0 thr+2 imp 3 x15/x20 3 1 1 2 Arrow 20 sp 11† -8 Bow B275
Bow, Regular 0 thr+1 imp 2 x15/x20 2 1 1 2 Arrow 10 sp 10† -7 Bow B275
Bow, Short 0 thr imp 1 x10/x15 2 1 1 2 Arrow 5 sp 7† -6 Bow B275
Cloak, Heavy 1 spec. 1 2 5 1 Thr 1 Thrown 5 sp 8 -6 Cloak B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Cloak, Light 1 spec. 1 2 2 1 Thr 1 Thrown 2 sp 5 -4 Cloak B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Crossbow 2 thr+4 imp 4 x20x25 6 1 1 4 Bolt 15 sp 7† -6 Crossbow B276
Crossbow, Fowling 4 thr+5 imp 4 x25/x30 9 1 1 8 Bolt 45 sp 8† -6 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage.
Crossbow, Hunting 4 thr+5 imp 4 x25/x30 12 1 1 13 Bolt 60 sp 10† -7 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage.
Crossbow, Military 4 thr+5 imp 4 x25/x30 15 1 1 50 Bolt 75 sp 12† -8 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 3; military crossbow is usually ST 30; use half rated ST to determine range and damage.
Crossbow, Pistol 3 thr+2 imp 1 x15/x20 4 1 1 4 Dart 15 sp 7 -4 Crossbow B276 Requires two hands to ready, but only one hand to attack
Crossbow, Prodd 3 thr+4 pi 2 x20/x25 6 1 1 4 Pellet 15 sp 7† -6 Crossbow B276
Dagger 1 thr-1 imp 0 x0.5/x1 0.25 1 Thr 1 Thrown 2 sp 5 -1 Thrown Weapon (Knife) B276
Dart, Throwing 2 thr imp 1 x1/x1.5 1 1 Thr 1 Thrown 2 sp 6 -2 Thrown Weapon (Dart) LT74
Discus 1 thr+2 cr 2 x4/x6 2 1 Thr 1 Thrown 4 sp 6 -3 Thrown Weapon (Disc) LT72
Harpoon 2 thr+5 imp 2 x1/x1.5 6 1 Thr 1 Thrown 6 sp 11 -6 Thrown Weapon (Harpoon) B276 Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in.
Hatchet 0 sw cut 1 x1.5/x2.5 2 1 Thr 1 Thrown 4 sp 8 -2 Thrown Weapon (Axe/Mace) B276
Javelin 1 thr+1 imp 3 x1.5/x2.5 2 1 Thr 1 Thrown 3 sp 6 -4 Thrown Weapon (Spear) B276
Knife, Large 0 thr imp 0 x0.8/x1.5 1 1 Thr 1 Thrown 4 sp 6 -2 Thrown Weapon (Knife) B276
Knife, Small 0 thr-1 imp 0 x0.5/x1 0.5 1 Thr 1 Thrown 3 sp 5 -1 Thrown Weapon (Knife) B276
Knife, Throwing, Large 2 thr imp 1 x1/x2 1 1 Thr 1 Thrown 4 sp 6 -1 Thrown Weapon (Knife) LT75
Knife, Throwing, Small 2 thr-1 imp 1 x0.8/x1.5 0.5 1 Thr 1 Thrown 3 sp 5 0 Thrown Weapon (Knife) LT75
Lariat 1 spec. 0 spec. 3 1 Thr spec. Thrown 4 sp 7† -2 Lasso B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Mace 2 sw+3 cr 1 x0.5/x1 5 1 Thr 1 Thrown 5 sp 12 -4 Thrown Weapon (Axe/Mace) B276
Mace, Round 0 sw+2 cr 1 x0.5/x1 5 1 Thr 1 Thrown 3.5 sp 12 -4 Thrown Weapon (Axe/Mace) LT58
Mace, Small 2 sw+2 cr 1 x1/x1.5 3 1 Thr 1 Thrown 3.5 sp 10 -3 Thrown Weapon (Axe/Mace) B276
Net, Large 0 spec. 1 spec. 20 1 Thr 1 Thrown 4 sp 11 -6 Net B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net
Net, Melee 2 spec. 1 spec. 5 1 Thr 1 Thrown 2 sp 8 -4 Net B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST + Skill/5) for a melee net.
Sling 0 sw pi 0 x6/x10 0.5 1 1 2 Bullet 2 sp 6 -4 Sling B276 Requires two hands to ready, but only one hand to attack; can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
Sling, Dart 1 sw imp 1 x6/x10 0.5 1 1 2 Dart 2 sp 6 -4 Sling LT74 Requires two hands to ready, but only one hand to attack
Sling, Heavy 0 sw+2 cr 1 x3/x6 1 1 1 2 Bullet 2 sp 8† -5 Sling LT74 Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
Spear 0 thr+3 imp 2 x1/x1.5 4 1 Thr 1 Thrown 4 sp 9 -6 Thrown Weapon (Spear) B276
Staff Sling 1 sw+1 pi 1 x10/x15 2 1 1 2 Bullet 2 sp 7† -6 Sling B276 Can fire stones (TL0) or lead bullets (TL2).
Stake, Wooden 0 thr(0.5) imp 0 x0.5/x1 0.5 1 Thr 1 Thrown 0.4 sp 5 -2 Thrown Weapon (Knife) B276

Armor

Original article: Armor Table

Armor

The item’s name.

TL (Tech Level)

The tech level at which the armor is commonly available.

Location

The area the armor protects on a humanoid wearer. Individual locations are skull (top of the head), face (the face, excluding the eyes), neck, eyes, arms, hands, torso (the abdomen and chest), groin, legs, and feet. Limbs covers the arms and legs, but not the hands or feet. Head covers skull, face, and eyes. Body is neck, torso, and groin. Full suit is everything but the head.

DR (Damage Resistance)

The amount of Damage Resistance the item gives. Subtract this from any blow that strikes the armored location. For instance, if you’re wearing a DR 6 corselet and are hit in the torso for 8 points of damage, only 2 points penetrate and affect you. Some armor has a split DR; e.g., “4/2.” This means DR varies by location or by type of attack; see the notes for that piece of armor.

“*” means the armor is flexible. Flexible armor is easier to conceal or wear under other armor, and quicker to don or remove, but it is more vulnerable to blunt trauma damage.

“F” means the DR only protects against attacks from the front.

Cost

The item’s price, in silver coins.

Weight

The item’s weight, in pounds.

LC (Legality Class)

The item’s Legality Class; see Legality Class (p. 267).

Rea Pen (Reaction Penalty)

In a noncombat situation, armor that covers the face or entire head gives -2 to reaction rolls. Nonconcealable armor with DR 2+ anywhere else (except the hands or feet) gives -1, or -2 if it isn’t flexible and covers the torso. These penalties are cumulative: plate armor and a full helm would give you -4!

However, there is no reaction penalty if the NPC making the reaction roll recognizes the wearer’s need or right to wear armor in the situation. Examples of socially acceptable armor include a knight on campaign or at a tourney; a guard wearing armor while with a moving caravan or the like.

Notes

Many items have special features or restrictions that are listed here.

Armor TL Type Location DR Cost Weight LC Rea Pen Notes
Bronze Armbands 1 Arm arms 3 18 sp 9 4 -2
Cloth Sleeves 1 Arm arms 1 2 sp 2 0 Flexible; concealable as or under clothing.
Leather Sleeves, Heavy 1 Arm arms 2 5 sp 2 4 -2
Mail Sleeves 2 Arm arms 4/2 7 sp 9 3 -2 Flexible; Split DR: use the lower DR against crushing attacks.
Plate Arms 3 Arm arms 6 100 sp 15 3 -2
Plate Arms, Heavy 3 Arm arms 7 150 sp 20 3 -2
Scale Sleeves 2 Arm arms 4 21 sp 14 3 -2
Breastplate, Bronze 1 Body torso 4 40 sp 20 3 -2 Breastplates protect only from the front.
Bronze Corselet 1 Body torso, groin 5 130 sp 40 3 -2
Buff Coat (Leather) 4 Body body, limbs 2 21 sp 16 4 0 Flexible
Cloth Armor 1 Body torso, groin 1 3 sp 6 0 Flexible; concealable as or under clothing.
Double Mail Hauberk 3 Body torso, groin 5/3 52 sp 44 3 -2 Flexible; Split DR: use the lower DR against crushing attacks.
Fur Loincloth 0 Body groin 1 1 sp neg. 0 Flexible; concealable as or under clothing.
Fur Tunic 0 Body torso 1 2.5 sp 2 0 Flexible; concealable as or under clothing.
Leather Armor 1 Body torso, groin 2 10 sp 10 4 -2
Leather Jacket 1 Body arms, torso 1 5 sp 4 0 Flexible; concealable as or under clothing.
Light Scale Armor 2 Body torso 3 15 sp 15 4 -2
Lorica Segmentata 2 Body torso 5 68 sp 26 3 -2
Mail Hauberk 2 Body torso, groin 4/2 23 sp 25 3 -2 Flexible; Split DR: use the lower DR against crushing attacks.
Mail Shirt 2 Body torso 4/2 15 sp 16 4 -2 Flexible; concealable as or under clothing; Split DR: use the lower DR against crushing attacks.
Scale Armor 2 Body torso, groin 4 42 sp 35 3 -2
Steel Breastplate 3 Body torso 5 50 sp 18 3 -2 Breastplates protect only from the front.
Steel Corselet 3 Body torso, groin 6 130 sp 35 3 -2
Steel Corselet, Heavy 3 Body torso, groin 7 230 sp 45 3 -2
Steel Laminate Plate 3 Body torso, groin 5 90 sp 30 3 -2
Boots 2 Footwear feet 2 8 sp 3 0 Flexible; concealable as or under clothing.
Sandals 0 Footwear feet 0 2.5 sp 0.5 0 Concealable as or under clothing; sandals only give DR 1 to the underside of the foot
Shoes 1 Footwear feet 1 4 sp 2 0 Flexible; concealable as or under clothing.
Sollerets 3 Footwear feet 4 15 sp 7 3 -2
Gauntlets 2 Gloves hands 4 10 sp 2 4 -2
Gauntlets, Heavy 3 Gloves hands 5 25 sp 2.5 3 -2
Gloves, Cloth 1 Gloves hands 1 1.5 sp neg. 0 Flexible; concealable as or under clothing.
Gloves, Leather 1 Gloves hands 2 3 sp neg. 0 Flexible
Barrel Helm 3 Headgear skull, face 6 24 sp 10 3 -2 Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn.
Bronze Helmet 1 Headgear skull, face 3 16 sp 7.5 4 -2
Bronze Pot-Helm 1 Headgear skull 3 6 sp 5 4 -2
Cloth Cap 1 Headgear skull 1 0.5 sp neg. 0 Flexible; concealable as or under clothing.
Face Mask 3 Headgear face 4 10 sp 2 3 -2
Greathelm 3 Headgear skull, face, neck 7 34 sp 10 3 -2 Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn.
Leather Cap 1 Headgear skull 1 3.2 sp neg. 4 0 Flexible
Leather Helm 1 Headgear skull, face 2 2 sp 0.5 4 -2
Legionary Helmet 2 Headgear skull, face 4 15 sp 6 3 -2
Mail Coif 2 Headgear skull, neck 4/2 5.5 sp 4 3 -2 Flexible; Split DR: use the lower DR against crushing attacks.
Pot-Helm 3 Headgear skull 4 10 sp 5 4 -2
Bronze Greaves 1 Leg legs 3 27 sp 17 4 -2
Leather Leggings 1 Leg legs 1 4 sp 2 0 Flexible; Concealable as or under clothing.
Leather Leggings, Heavy 1 Leg legs 2 6 sp 4 4 -2
Leather Pants 1 Leg legs, groin 1 4 sp 3 0 Flexible; Concealable as or under clothing.
Mail Leggings 2 Leg legs 4/2 11 sp 15 3 -2 Flexible; Split DR: use the lower DR against crushing attacks.
Plate Legs 3 Leg legs 6 110 sp 20 3 -2
Plate Legs, Heavy 3 Leg legs 7 160 sp 25 3 -2
Scale Leggings 2 Leg legs 4 25 sp 21 3 -2
Studded Leather Skirt 1 Leg groin, legs 3/2 6 sp 4 -2 Flexible; Split DR: use the lower DR against crushing attacks.

Shields

Original article: Shields Table

The following statistics apply to shields:

Shield

The kind of shield.

TL (Tech Level)

The tech level at which the shield is commonly available.

DB (Defense Bonus)

Defense Bonus. The bonus the shield gives to all of your active defense rolls (see Defending, p. B374) against attacks from the front or shield side, even if you have no skill at all with a shield.

Cost

The shield’s price, in silver coins.

Weight

The shield’s weight, in pounds.

DR/HP (Damage Resistance/Hit Points)

The shield’s DR and HP if using the optional Damage to Shields rule. This DR protects the shield, not the wielder.

LC(Legality Class)

The shield’s Legality Class; see Legality Class (p. B267).

Shield TL DB Cost Weight DR/HP LC Skill Notes
Cloak, Heavy 1 2 5 sp 5 1/5 Cloak Can  be  used  offensively  to  entangle;  see  Cloaks (p. B404).
Cloak, Light 1 1 2 sp 2 1/3 Cloak Can  be  used  offensively  to  entangle;  see  Cloaks (p. B404).
Shield, Buckler 0 1 2.5 sp 2 5/20 4 Shield (Buckler) Can be readied in 1 turn and dropped as a free action
Shield, Large Iron 3 3 45 sp 50 12/120 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Large Iron, Spiked 3 3 47 sp 55 12/120 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Large Wooden 1 3 9 sp 25 9/60 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Large Wooden, Spiked 2 3 11 sp 30 9/60 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Light Iron 3 1 12.5 sp 4 8/40 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Light Wooden 0 1 2.5 sp 2 5/20 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Medium Iron 3 2 30 sp 30 10/80 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Medium Iron, Spiked 3 2 32 sp 35 10/80 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Medium Wooden 1 2 6 sp 15 7/40 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Medium Wooden, Spiked 2 2 8 sp 20 7/40 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Small Iron 3 1 20 sp 16 9/60 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Small Iron Spiked 3 1 22 sp 21 9/60 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Small Wooden 0 1 4 sp 8 6/30 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
Shield, Small Wooden, Spiked 2 1 6 sp 13 6/30 4 Shield Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)

Ammunition

Ammunition TL Type Cost Weight Ref Notes
Arrow, Barbed 3 Arrow 0.2 sp 0.1 LT73 When removed, inflicts half the damage delivered when going in
Arrow, Blunt 3 Arrow 0.1 sp 0.1 LT73 Damage changes from impaling to crushing
Arrow, Bodkin 3 Arrow 0.2 sp 0.1 B277 Damage changes from impaling to piercing with an armor divisor of 2
Arrow, Cutting 3 Arrow 0.2 sp 0.1 LT73 Damage changes from impaling to cutting
Arrow, Cutting, Barbed 3 Arrow 0.2 sp 0.1 LT73 Damage changes from impaling to cutting, -1 to Acc, range x10/x15, inflicts half the damage delivered when removed
Arrow, Flight 2 Arrow 0.2 sp 0.1 LT73 Double both range multipliers, but with half damage out to 1/2 D and no damage past 1/2D
Arrow, Humming Bulb 3 Arrow 0.2 sp 0.1 LT73 Gives -1 to Acc and subtracts 5 from both range multipliers; damaage is crushing with armor divisor 0.5
Arrow, Normal 0 Arrow 0.2 sp 0.1 B276
Bolt 2 Bolt 0.2 sp 0.06 B276
Bullet, Sling 0 Bullet 0.06 sp 0.05 B276
Dart 0 Dart 0.01 sp 0.05 B276 Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison (p. 437);
Dart, Sling 1 Dart 0.1 sp 0.25 B276 Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison (p. 437);
Pellet, Lead 3 Pellet 0.01 sp 0.06 B276
Stone, Heavy 0 Bullet 0.01 sp 1 B276
Stone, Unshaped, Sling 0 Bullet 0 sp 0.05 B276 -1 to hit

Barding

Armor TL Location DR Cost Weight LC Notes
Leather & Cloth, Full 2 torso, groin 2 34.5 sp 30 4
Leather & Cloth, Head/Neck 2 neck, skull 2 8 sp 4 4
Leather & Cloth, Mask 1 face 2 4 sp 3 4 Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
Leather & Cloth, Partial 1 torso 2 26 sp 12 4 Only protects from the front
Mail, Full 3 torso, groin 4/2 67 sp 59 3 Flexible; Split DR: use the lower DR against crushing attacks.
Mail, Head/Neck 2 neck, skull 4/2 10 sp 15 3 Flexible; Split DR: use the lower DR against crushing attacks.
Mail, Mask 2 face 4/2 6 sp 7 3 Flexible; Gives mount the No Peripheral Vision disadvantage (p. B151) while worn;  split DR: use the lower DR against crushing attacks.
Mail, Partial 2 torso 4/2 44 sp 20 3 Only protects from the front; Split DR: use the lower DR against crushing attacks.
Plate, Full 3 torso, groin 5 165 sp 90 3
Plate, Head/Neck 3 neck, skull 5 33 sp 18 3
Plate, Leggings 3 legs 5 40 sp 20 3 Weight and cost are per pair of legs protected. Each pair gives -1 to Move.
Plate, Mask 3 face 5 20 sp 12 3 Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
Scale, Head/Neck 2 neck, skull 4 32 sp 20 3
Scale, Mask 2 face 4 20 sp 12 3 Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
Scale, Partial 2 torso 4 48 sp 60 3 Only protects from the front;

Climbing Gear

Gear TL Cost Weight Ref Notes
Climbing Kit 2 2 sp 4 B288 Hammer, spikes, carabiners.
Climbing Pole 1 8 sp 5 LT125
Climbing Spikes, set of four 2 15 sp 2 LT125
Cord, 3/16” 0 0.1 sp 0.5 B288 Supports 90 lbs. Per 10 yards.
Grappling Hook, Padded 1 3 sp 3 LT125 Hearing distance 2 yards (see B358)
Grappling Hook, Unpadded 1 2 sp 2 LT125 Hearing distance 4 yards (see B358)
Iron Spike (Piton) 2 0.1 sp 0.5 B288 For climbing, spiking doors, etc.
Ladder, 6' 1 36 sp 90 LT125
Ladder, Rope, 30 feet 1 5 sp 22 LT125
Piton 2 0.4 sp 0.75 LT125
Piton Hammer 2 1 sp 1 LT125
Rope, 3/8" 0 0.5 sp 1.5 B288 Supports 300 lbs; per 10 yds

Clothing

Gear TL Cost Weight Ref Notes
Apron, Leather 1 6 sp 3 LT99 DR 1
Boots, leather 2 8 sp 3 LT98
Cloak, Expensive (Status 4) 0 600 sp 2 LT99
Cloak, Freeman (Status 0) 0 6 sp 2 LT99
Cloak, Leather/Wool, Expensive (Status 4) 0 900 sp 3 LT99
Cloak, Leather/Wool, Freeman (Status 0) 0 9 sp 3 LT99
Cloak, Leather/Wool, Poor (Status -2) 0 1.5 sp 3 LT99
Cloak, Poor (Status -2) 0 1 sp 2 LT99
Clothing, Ordinary, Freeman (Status 0) 0 12 sp 2 LT98
Clothing, Ordinary, Merchant (Status 1) 0 240 sp 2 LT98
Clothing, Ordinary, Noble (Status 4) 0 1200 sp 2 LT98
Clothing, Ordinary, Poor (Status -2) 0 2 sp 2 LT98
Clothing, Ordinary, Royal (Status 7) 0 1200000 sp 2 LT98
Clothing, Summer, Freeman (Status 0) 0 6 sp 1 LT97
Clothing, Summer, Merchant (Status 1) 0 120 sp 1 LT97
Clothing, Summer, Noble (Status 4) 0 600 sp 1 LT97
Clothing, Summer, Poor (Status -2) 0 1 sp 1 LT97
Clothing, Summer, Royal (Status 7) 0 600000 sp 1 LT97
Clothing, Winter, Freeman (Status 0) 0 18 sp 5 LT98 DR 1 vs. cutting
Clothing, Winter, Merchant (Status 1) 0 360 sp 5 LT98 DR 1 vs. cutting
Clothing, Winter, Noble (Status 4) 0 1800 sp 5 LT98 DR 1 vs. cutting
Clothing, Winter, Poor (Status -2) 0 3 sp 5 LT98 DR 1 vs. cutting
Clothing, Winter, Royal (Status 7) 0 1800000 sp 5 LT98 DR 1 vs. cutting
Coat, Long 1 5 sp 5 LT99
Coat, Long, Heavy 1 25 sp 10 LT99 DR 1
Foot Wrappings 0 0.2 sp 0.5 LT98
Foot Wrappings, Boot 0 1 sp 2 LT98
Hunting Shirt, Dyed 1 10 sp 5 LT126 +2 (quality) to Camouflage if for appropriate, terrain, climate and season
Hunting Shirt, Plain 1 5 sp 5 LT126 +1 (quality) to Camouflage if for appropriate, terrain, climate and season
Mittens 0 0.8 sp 0.5 LT98 DR 1 vs. cutting; gives Bad Grip 1 (p. B123) and Ham-Fisted 2 (p. B138)
Shoes, leather 1 4 sp 2 LT98

Containers

Gear TL Cost Weight Ref Notes
Backpack, Frame 1 10 sp 10 B288 Holds 100 lbs. of gear.
Backpack, Small 1 6 sp 3 B288 Holds 40 lbs. of gear
Bottle,  Ceramic 1 0.3 sp 1 B288 Holds  1 quart of liquid (2 lbs. if water)
Hip Quiver 0 1.5 sp 1 B289 Holds 20 arrows or bolts
Pouch or Purse, Small 1 1 sp - B288 Holds 3 lbs.
Saddlebags 2 2.5 sp 0 LT134 holds 40 lbs.
Shoulder Quiver 0 1 sp 0.5 B289 Holds 12 arrows or bolts
Wineskin 0 1 sp 0.25 B288 Holds 1 gallon of liquid (8 lbs. if water)

Craftsman Kits

Gear TL Cost Weight Ref Notes
Camping Kit, Group 0 5 sp 20 B288 Basic equipment for Cooking and Survival skill for a group.  Cook pot, rope, hatchet, etc. for 3-8 campers.
Camping Kit, Personal 0 0.5 sp 1 B288 Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tin- derbox or flint and steel, towel, etc., as TL permits.
Housebreaker's Kit 2 25.5 sp 16 LT126 Includes lockpicks, small pry-bar, mallet, chisel, small saw, 10 yards of 3/8" rope, padded grappling hook and lantern packed in a sack capacious enough to hold some swag
Scribe's Kit 3 5 sp 2 B288 Quills, inkbottles, penknife, paper
Surveyor's Kit 2 24.5 sp 40 LT43 Includes surveyor's cross, dioptra, two 10' poles, 120' of cord, 20 posts to mark points on the ground
Torture Kit 2 15 sp 8 LT131 May include knives, pincers, hammers, metallic slivers, irons for heating in a fire, vises, etc.

Food and Drink

Gear TL Cost Weight Ref Notes
Distilled Liquors, per pint 3 2 sp LT36
Fermented Beverages, per gallon 1 0.5 sp LT36
Traveler's Rations 0 0.2 sp 0.5 B288 One meal of dried meat, cheese, etc.

Games and Toys

Gear TL Cost Weight Ref Notes
Board Games 1 4 sp 3 LT39
Cards 3 5 sp 0.5 LT40
Dice 1 0.6 sp 0 LT39
Doll, Clay 0 0.4 sp 0.25 LT39
Doll, Cloth 0 0.4 sp 0 LT39
Dominos, 30 tiles 1 2.2 sp 1.5 LT39
Kite 2 3.3 sp 2 LT40

Jewelry

Gear TL Cost Weight Ref Notes
Beads, copper, per foot 0 0.3 sp 0.3 LT38
Beads, gold, per foot 0 1200 sp 0.6 LT38
Beads, silver, per foot 0 35 sp 0.35 LT38
Bracelet, copper 0 0.7 sp 0.3 LT38
Bracelet, gold 0 1200 sp 0.6 LT38
Bracelet, silver 0 35 sp 0.35 LT38
Chain, copper, per foot 0 0.4 sp 0.03 LT38
Chain, gold, per foot 0 120 sp 0.06 LT38
Chain, silver, per foot 0 3.5 sp 0.035 LT38
Crown, copper 0 0.7 sp 0.5 LT38
Crown, gold 0 2000 sp 1 LT38
Crown, silver 0 60 sp 0.6 LT38
Fibula, copper 0 0.6 sp 0.2 LT38
Fibula, gold 0 800 sp 0.4 LT38
Fibula, silver 0 23 sp 0.23 LT38
Piercing, copper 0 0.2 sp 0.01 LT38
Piercing, gold 0 40 sp 0.02 LT38
Piercing, silver 0 1 sp 0.01 LT38
Plug, copper 0 0.2 sp 0.05 LT38
Plug, gold 0 200 sp 0.1 LT38
Plug, silver 0 6 sp 0.06 LT38
Ring, copper 0 0.3 sp 0.1 LT38
Ring, gold 0 400 sp 0.2 LT38
Ring, silver 0 12 sp 0.12 LT38
Torc, copper 0 0.7 sp 0.4 LT38
Torc, gold 0 1700 sp 0.85 LT38
Torc, silver 0 50 sp 0.5 LT38

Luxuries

Gear TL Cost Weight Ref Notes
Cosmetics, Better, Cheap, per use 0 0.2 sp 0.05 LT36
Cosmetics, Better, Expensive, per use 0 0.5 sp 0.05 LT36
Cosmetics, Common, Cheap, per use 0 0.025 sp 0.025 LT36
Cosmetics, Common, Expensive, per use 0 0.1 sp 0.025 LT36
Incense, Cheap, per ounce 0 0.6 sp 0.1 LT36
Incense, Fine, per ounce 0 1.5 sp 0.1 LT36
Perfume, Cheap, per application 0 0.3 sp 0.01 LT36
Perfume, Expensive, per application 0 2 sp 0.01 LT36
Pipe 0 0.1 sp 0.25 LT36
Tobacco 0 1 sp 0.25 LT36
Water Pipe 2 3.5 sp 5 LT36

Medical Gear

Gear TL Cost Weight Ref Notes
Arrow Spoon 2 3 sp 0 LT148 Used to extract an arrow without further injury to the patient
Barber's Kit 1 10 sp 3 LT148 -1 to Surgery, over and above the standard TL modifier; includes knife, razor, scissors, small whetstone, spoon, tiny file
Bleeding Cup 1 2.5 sp 0.5 LT153
Cataract Needles 2 5 sp 0 LT149
Catheter 2 5 sp 0 LT148 Roll against Esoteric Medicine, Physician or Surgery to use it
Cautery 2 5 sp 0.5 LT149
Diagnostic Manual, Basic 1 3.5 sp 2 LT145
Diagnostic Manual, Comprehensive 1 17.5 sp 20 LT145 +2 to skill for known conditions
Eyelash Cautery 2 12.5 sp 0 LT149
Eyelash Forceps 2 12.5 sp 0 LT149
First Aid Kit var 5 sp 2 B289 A complete kit for treating wounds, with bandages, ointments, etc; +1 to First Aid skill
Forceps 1 2.5 sp 0 LT148 +2 to skill for fine tasks that benefit from a firm grip; eliminate penalties for awkward reach (see LT147)
Forceps, Dental 2 5 sp 0.5 LT148
Forceps, Dental Splinter 2 5 sp 0 LT148
Forceps, Staphylagra 2 7.5 sp 0 LT148
Hook, Surgical 1 1 sp 0 LT148
Lancet 2 2.5 sp 0 LT153
Needle, Surgical 1 0.5 sp 0 LT148
Probe, Surgical 1 1 sp 0 LT148
Scalpel 1 3 sp 0 LT148
Speculum 2 6 sp 1 LT148 reduces awkward reach penalties to Surgery from -6 to -3
Splints, Arm 0 2.5 sp 1 LT146
Splints, Leg 0 5 sp 2 LT146
Surgeon Kit, Large 1 150 sp 40 LT149 Includes equivalent of two small kits, plus bone chisels and small hammers; at TL2, includes arrow spoons, catheters, cauteries and specula; gives +1 (quality) to Surgery
Surgeon Kit, Small 1 30 sp 15 LT149 Includes forceps, hooks, needles, probes, scalpels, a supply of thread and bandages; basic equipment for Surgery
Surgical Instuments var 30 sp 15 B289 Includes scalpels, forcepts, etc; basic equipment for Surgery Skill
Tourniquet 0 0.2 sp 0 LT145
Traction Bench 2 50 sp 125 LT149
Trephin 2 12 sp 1 LT148

Mounts

Mount Cost Weight Ref Notes
Camel 150 sp 1400 B459 Ground speed 14 and can travel 112 miles per day
Donkey 100 sp 500 B459 Ground speed 8 and can travel 48 miles per day
Horse, Draft 200 sp 2000 B459 Ground speed 12 and can travel 120 miles per day
Horse, Heavy Warhorse 500 sp 1900 B460 Ground speed 14 and can travel 140 miles per day
Horse, Light Warhorse 400 sp 1400 B459 Ground speed 14 and can travel 112 miles per day
Horse, Racehorse 400 sp 1100 B460 Ground speed 18 and can travel 144 miles per day
Horse, Saddle 120 sp 1200 B460 Ground speed 12 and can travel 96 miles per day
Mule, Large 200 sp 1400 B460 Ground speed 9 and can travel 72 miles per day
Mule, Small 100 sp 800 B460 Ground speed 8 and can travel 48 miles per day
Oxen 150 sp 2500 B460 Ground speed 8 and can travel 80 miles per day
Pony 150 sp 800 B460 Ground speed 14 and can travel 84 miles per day

Musical Instruments

Gear TL Cost Weight Ref Notes
Bagpipe 3 15 sp 8 LT49
Fife 2 10 sp 1 LT49
Harp 1 60 sp 7 LT49
Hunting Horn, Brass 3 20 sp 2 LT49
Kettledrums, Cavalry 3 25 sp 28 LT49
Trumpet 2 20 sp 2 LT49

Personal Gear

Gear TL Cost Weight Ref Notes
Abacus 2 5 sp 2 LT50
Bathtub, Earthenware 1 16 sp 60 LT36
Bathtub, Metal 1 160 sp 80 LT36
Blanket 1 2 sp 4 B288 A warm sleeping blanket
Brush 1 0.6 sp 0.5 LT36
Brush 1 0.2 sp 0 LT46
Burning Glass, Glass 3 2 sp 0.5 LT35
Burning Glass, Quartz 2 4 sp 1 LT35
Candle Case 3 1.5 sp 0.7 LT44 Used with a graduated candle to tell time
Candle, Graduated 3 4 sp 6 LT44 6 candles, used with a Candle Case to tell time
Candle, Tallow 1 0.5 sp 1 B288 Smoky! Lasts 12 hrs.
Comb 0 0.3 sp 0.2 LT36
Compass 3 2.5 sp 1 LT52 +1 to Navigation rolls
Cylinder Seal 1 2 sp 0 LT46
Drum 0 4 sp 2 B288 Audible for several miles
Ear Trumpet 4 1.5 sp 2 LT42 Increases range sound can be heard x8
Enhanced Tinder 1 0.2 sp 0.1 LT35 Half fire-starting time
Eyeglasses 3 10 sp 0.25 LT42
Firebow 0 0.5 sp 0.75 LT35 Base fire-starting time: 2 minutes
Fishhooks and Line 0 5 sp - B288 Basic gear for Fishing skill; needs a pole.
Flint 0 0.2 sp 0.2 LT35 Base fire-starting time: 30 seconds
Ink Stone 1 2 sp 2 LT46
Ink, per pint 1 0.25 sp 1 LT46
Lantern 2 2 sp 2 B288 Burns for 24 hours on 1 pint of oil
Lanyard, Leather 0 0.1 sp - B289 Lets you retrieve a dropped weapon on a DX roll. Each attempt requires a Ready maneuver. Can be cut: -6 to hit, DR 2, HP 2.
Luxury Travel Kit 2 22.6 sp 25 LT36 Includes a full set of grooming equipment (razor, brush, comb, soap, fragrances, and cosmetics), a writing box (p. LT47), and serving and drinking vessels for tea, coffee, or alcohol (as suits the culture), all neatly arranged in a purpose-built cabinet.
Oil 2 0.2 sp 1 B288 For lantern; per pint
Parchment, per sheet 2 0.06 sp 0.05 LT46
Pilgrim's Kit 2 21 sp 40 LT36 Includes a straw mattress, a blanket, a coat, a knife and whetstone, a jug of wine, a 5-lb. sack of flour or dried peas, and 1 lb. of spices (intended for medicinal use).
Pole, 10' 0 0.85 sp 5 B288 For things you wouldn't touch with a 6' pole
Pole, 6' 0 0.5 sp 3 B288 For pitching tents, fishing or prodding items
Portable Sundial 2 10 sp 2 LT44 Must be aligned to the midday sun
Prepared Block 0 0.3 sp 0.5 LT35 Base fire-starting time: 3 minutes
Pumice 1 0.3 sp 0.5 LT47
Quill, Cheap 3 0.025 sp 0 LT46 Will last about 20 pages
Quill, Fine 3 0.075 sp 0 LT46 Will last about 100 pages
Razor 0 1.8 sp 0.2 LT36
Sandglass 3 5 sp 3 LT45 Standard half-hour sandglass
Shackles, Iron 2 5 sp 2 LT130 DR 4, HP 10
Signet Ring 2 3 sp 0 LT46
Sleeping Fur 0 5 sp 8 B288 Warm unless wet
Soap, Liquid, Pint 2 2 sp 1 LT36
Soap, Solid, Bar 2 2.7 sp 1 LT36
Strigil 1 0.6 sp 0.5 LT36
Stylus 1 0.6 sp 0 LT46
Sulfur Matches 3 0.5 sp 0 LT35 Bundle of 4; Divide fire-starting time by four
Telescope 4 50 sp 6 B289 Gives 1 level of Telescopic Vision
Tent, 1- Man 0 5 sp 5 B288 Includes ropes; no poles needed
Tent, 20-Man 1 30 sp 100 B288 Includes ropes; requires 16 poles
Tent, 2-Man 0 8 sp 12 B288 Includes ropes; requires one 6-foot pole
Tent, 4-Man 0 15 sp 30 B288 Includes ropes; requires 2 poles
Torch 0 0.3 sp 1 B288 Burns for 1 hr.
Tweezers 1 0.5 sp 0 LT36
Vellum, per sheet 2 0.12 sp 0.02 LT46 +1 (quality) to legibility
Wax Tablet 1 1 sp 2 B288 For writing; erasable
Wax Tablet, Large 2 2 sp 0.5 LT46 Holds about 200 words
Wax Tablet, Small 2 0.7 sp 0.2 LT46 Holds about 60 words

Poison

Gear TL Cost Weight Ref Notes
Belladonna 0 0.8 sp 0 LT128 LC1
Cantharides 0 1.4 sp 0 LT129 LC1
Curare 0 5 sp 0 LT129 LC1
Deathcap Mushroom 0 2.5 sp 0 LT129 LC0
Hemlock 0 0.5 sp 0 LT129 LC1
Lacquer 1 0.2 sp 0 LT129 LC3
Lime Powder 1 0.1 sp 0 LT130 LC3
Monkshood 0 0.6 sp 0 LT129 LC1
Viper Venom 0 1 sp 0 LT129 LC0

Riding Gear

Gear TL Cost Weight Ref Notes
Bridle and Bit 1 1 sp 2 LT134 -1 instead of -3 if reins held in one hand, +3 if held two-handed
Horse Blanket 1 2.5 sp 2.5 LT134 +1 to HT-based rolls to resist FP loss
Horseshoes 3 5 sp 4 LT134 +2 to HT-based rolls to resist FP loss to the horse
Riding Crop 2 1 sp 1 LT134 +1 to Riding to control the mount
Saddle, Cushioned 2 10 sp 10 LT134 +2 to horse and rider to resist FP loss; +1 to Riding to stay mounted, halving encumbrance penalties to Riding, includes horse blanket
Saddle, Horned 2 20 sp 20 LT134 +2 to horse and rider to resist FP loss; eliminates encumbrance penalties to Riding, includes horse blanket
Saddle, Riding 2 15 sp 15 LT134 +2 to horse and rider to resist FP loss; eliminates encumbrance penalties to Riding; +2 to Riding to remain mounted; includes horse blanket
Saddle, War 3 25 sp 30 LT134 As horned saddle, but no penalty to dismount
Saddlebags 1 10 sp 3 B289 Holds 40 lbs.
Spurs 2 2.5 sp 0 LT134 +1 to Riding to control a horse
Stirrups 3 12.5 sp 5 LT134 +1 to Riding to control mount

Thieves' Tools

Gear TL Cost Weight Ref Notes
Lockpick Set, Basic 1 5 sp 0.2 LT126
Lockpick Set, Good 2 25 sp 0.5 LT126 +1 to skill
Pry-Bar 2 8 sp 5 LT126 +2 to ST to open barred doors
Pry-Bar, Small 2 6 sp 2 LT126 +1 to ST to open barred doors

Tools

Gear TL Cost Weight Ref Notes
Balance and Weights 1 3.5 sp 3 B289 For weighing goods
Crowbar, 3' 2 2 sp 3 B289 Treat as a small mace in combat, but at -1 to skill
Knitting Needles 3 0.5 sp -- B289 Per pair
Pickaxe 2 1.5 sp 8 B289 Improves digging speed
Plow, Iron 2 22 sp 120 B289 Works rough soils
Plow, Wooden 1 5.5 sp 60 B289 Pulled by oxen
Portable Tool Kit, Armoury 1 60 sp 20 B289
Portable Tool Kit, Carpentry 1 30 sp 20 B289
Saw 0 15 sp 3 B289 A lumberjack's tool, not a carpentry saw
Shovel 1 1.2 sp 6 B289 Speeds up digging
Spinning Wheel 3 10 sp 40 B289 Produces yarn six times as fast.
Suitcase Lab var 300 sp 10 B289 Basic equipment for a sepcific scientific skill (e.g., Chemistry or Forensics)
Wheelbarrow 2 6 sp 18 B289 Holds 350 lbs; divide effective weight of load by 5
Whetstone 1 0.5 sp 1 B289 For sharpening tools and weapons

Powerstones

Type Capacity Cost
Manastone 1 5.5 sp
Powerstone 1 7 sp
Manastone 2 13.5 sp
Powerstone 2 16.5 sp
Manastone 5 52 sp
Powerstone 5 59.5 sp
Manastone 10 175 sp
Powerstone 10 190 sp
Powerstone 20 735 sp

Ground Vehicles

Vehicle TL HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
Carriage 4 47 -1/2 10c -1/2 1.6 0.8 +2 1+6 2 F 750 sp 2DO4W Draft animals are horses; roadbound vehicle
Chariot, Heavy 1 23 0/2 11c 3/7 0.39 0.3 +2 1+2 2 F 66 sp 4DE2W Draft animals are horses; roadbound vehicle
Chariot, Light 1 16 +1/1 11c 4/9 0.23 0.2 +1 1+1 1 F 33 sp 2DE2W Draft animals are horses; roadbound vehicle
Coach 4 53 -2/3 12c 4/9 2.4 1.2 +3 1+9 2 F 1100 sp 4DO4W Draft animals are horses; roadbound vehicle
Dogsled 0 27 0/2 12 6/6 0.29 0.14 +1 1 2 F 40 sp 14DER Draft animals are dogs for the dogsled
Oxcart 1 34 -3/3 11c 1/1 0.9 0.6 +1 0 2 F 34 sp 2D2W Draft animals are oxen
Wagon 3 35 -3/4 12c 4/8 0.84 0.5 +2 1 2 F 68 sp 2DE4W Draft animals are horses; roadbound vehicle
Wagon, War 3 50 -4/5 12c 3/6 3 2 +4 2+18 5 F 200 sp 4DE4W Draft animals are horses; roadbound vehicle

Watercraft

Vehicle TL HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Draft Skill Ref Notes
Brig, 50' 4 131 -2/3 12c 0.25/4 70 52.5 +7 15+10 3 16500 sp 2M 5 Boating/TL (Sailboat) LT142
Canoe 0 23 1 12c 2/2 0.3 0.2 +1 2 2 F 20 sp O 3 Boating/TL (Unpowered) B464
Cog 3 147 -3/4 12c 0.1/4 85 60 +7 18 5 2300 sp M 13 Shiphandling/TL (Ship) B464 A “cog” (or “roundship”) is a single-masted medieval sailing ship; Wind-powered. Weight includes ballast.
Faering, 20' 3 32 +1/1 12c 1.25/3 1.25 1 +3 6 2 F 250 sp O 1 Boating/TL (Unpowered) LT142
Fishing Boat, 27' 2 43 0/2 11c 0.6/3 2.1 1.5 +4 5 1 F 500 sp O 1 Boating/TL (Unpowered) LT141
Jolly Boat, 18' 4 36 0/1 12c 1/3 1.35 1 +3 6+2 2 F 300 sp O 0.7 Boating/TL (Unpowered) LT142
Longboat, 30' 4 43 +1/1 12c 1.25/3 1.75 1.15 +5 9+2 2 F 500 sp O 1 Boating/TL (Unpowered) LT142
Penteconter 2 85 -4/3 11c 1/5 12.5 7.5 +8 55 3 F 1400 sp MO 6 Shiphandling/TL (Ship) B464 a Greek war galley with a sail and a single bank of oars, favored by raiders and pirates; Using oars, with 50 rowers. Under sail, Range is “–” and Move is 1/4 in a fair wind. Has a bronze ram, which adds +1 per die of collision damage.
River Barge, 40' 1 56 -2/3 12c 0.5/1 4.2 2.8 +6 9 3 F 1200 sp O 1 Boating/TL (Unpowered) LT141
Sewn-Plank Sailboat 3 40 +1/2 11c 1/3 2.2 1.7 +4 4 1 140 sp MO 1 Boating/TL (Sailboat) LT142
Sloop, 21' 4 43 0/2 12c 1/3 2.4 1.8 +4 3+3 2 500 sp M 3 Boating/TL (Sailboat) LT142
Square-Rigged Sailboat 2 61 -1/2 12c 1/4 7 5.25 +6 3 1 1500 sp MO 1 Boating/TL (Sailboat) LT141

Character Development

Original article: Character Development Rules

Bonus Character Points

Generally, players can expect to be awarded 2 to 3 Bonus Character Points per game session, though rewards may be anywhere from 1 to 5 (or, in very rare cases, higher). The GM will be using the following guidelines when awarding Bonus Character Points:

CP Award Event
1 Attending Game
1 Roleplaying
1 Completing a minor or short-term personal goal
2 Completing a minor or short-term group goal
3 Completing a major or long-term personal goal
5 Completing a major group goal
variable Defeating/overcoming an enemy
1 Voted Favorite RP Moment for that session
1 Voted Most Valuable Player for that session

Journals

Players are asked to turn in a written Journal for each session they attend. Journals can be as elaborate or as simplified as you wish. Bonus Character Point awards are modified as followed by Journal submissions:

  • Narrative Journal: +1 Bonus Character Point for that session
  • Bullet Point Notes: No bonus or penalty to the Bonus Character Points in that session
  • No Journal/Notes: 50% Bonus Character Points for that session

Other Rewards

Players can also expect to be awarded various Advantages (and possibly, Disadvantages) through play, particularly Social Advantages like Patrons, Rank, Reputation, Status, Wealth, etc. Generally, when these are awarded, they not require expenditure of Character Points to purchase. In some situations, you can use the events in game-play as an opportunity to purchase one or more of these Advantages if the Advantage wasn't awarded for free.

Player Voted Awards

At the end of each session, the players will be asked to submit votes to the GM for Favorite RP Moment and Most Valuable Player for that session. Voting is by secret ballot, players may not vote for themselves and players may not vote for the same player for both awards in one game session.

Favorite RP Moment: Generally, this is for the player whose roleplay particularly impressed you that session. You can use whatever internal criteria you'd like, whether something they did was funny, moving, ingenious or whatever.

Most Valuable Player: This is basically for the player who saved the party from certain demise, got the Critical Success to make a goal more easily achievable or something similar. Again, you can use whatever internal criteria you'd like, whether they were tactically brilliant, got lucky or just happened to know the random skill that was needed that night.

Sourcebooks

Original article: Sourcebooks

The following GURPS Sourcebooks are used in the Feyworld Campaign, with modifications as noted.

GURPS 4th Edition Basic Set - Characters

  • No notes

GURPS 4th Edition Basic Set - Campaigns

  • No notes

GURPS Fantasy

  • No notes

GURPS Low Tech

  • No notes

GURPS Magic

  • No notes

GURPS Mass Combat

  • No notes

GURPS Powers

  • Various powers are primarily utilized for monsters, supernatural NPCs and some rare magic items.

GURPS Psionic Powers

  • Various psionic powers are primarily utilized for monsters and supernatural NPCs.

GURPS Thaumatology

  • Maximum Magery (p. 20): The maximum level of Emanation Aptitude (which replaces Magery) is 3, while the maximum level of Path Aptitude is 2. Both can be exceeded under certain, rare circumstances.
  • Partially Limited Magery (p. 20): This optional rule is not used.
  • Limited Magery 0 (p. 21): This optional rule is not used.
  • Mixed Limitations (p. 21): This optional rule is available. Casters may choose to apply different Limitations to different levels of there appropriate Aptitude advantages.
  • Wizardly Weaknesses
    • College Incompetence (p. 22): This optional rule is available. It cannot be taken for a College of spells that the caster does not normally have access to.
    • Total Spell Incompetence (p. 22): This optional rule is not used.
    • Weakness to Attack (p. 22): This optional rule is available.
    • Polarized Magery (p. 22): These optional rules are integrated into the campaign setting and aren't available options for character creation.
  • Special Limitations
    • Can't Maintain Spells (p. 23): This optional limitation is available for all casters.
    • Can't Use External Energy (p. 23): This optional limitation is available for all casters.
    • Ceremonial Magery (p. 23): This optional limitation is available for all casters.
    • Cyclical Magery (p. 23): This optional limitation is NOT available.
    • Easily Resisted Magery (p. 24): This optional limitation is available for all casters.
    • Enchantment-Only Magery (p. 24): This optional limitation is only available to Practitioners of the Enchantment Path.
    • External Sources Only (p. 24): This optional limitation is NOT available. The 'External Energy Only' option is a limitation of Practitioners of the Sorcery Emanation that cannot be bought off.
    • Extravagant Rituals (p. 24): This optional limitation is available for all casters.
    • Fading Spell Effects (p. 24): This optional limitation is available for all casters.
    • Injurious Magic (p. 25): This optional limitation is available to call casters.
    • Limited Colleges (p. 25): This optional limitation is NOT available. It is already assumed in the cost of the Potential and Aptitude advantages.
    • One-Spell Magery (p. 25): This optional limitation is usually NOT available.
    • Radically Unstable Magery (p. 26): This optional limitation is available for Practitioners of the Sorcery Emanation.
  • Other Appropriate Limitations
    • Acessibility (p. 26): This optional limitation is available for all casters.
    • Costs Fatigue (p. 26-7): This optional limitation is available for all casters.
    • Pact (p. 27): This optional limitation is NOT available for most casters. It is available for Sorcerers and required for Practitioners of Witchcraft (and is already calculated in the cost of the associated Potential and Aptitude Advantages).
    • Preparation Required (p. 27): Pending.
    • Takes Recharge (p. 27): This optional limitation is available for all casters.
    • Temporary Disadvantage (p. 27): This optional limitation is available for all casters.
    • Trigger (p. 27): Pending.
    • Unreliable (p. 27): Pending.
  • Magery With Enhancements
    • Easy Casting (p. 28): Pending.
    • Solitary Ceremonial (p. 28): Pending.
    • Stable Casting (p. 28-9): Pending.
    • Subtle Aura (p. 29): This optional enhancement is not available.
    • Switchable (p. 29): This optional enhancement is available for all casters.

GURPS Thaumatology - Magical Styles

  • No notes
 
This article is part of the Feyworld Sourcebook

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GURPS Rules

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