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<includeonly>{{Article_Reference|article= GURPS Rules in Feyworld}}</includeonly> | <includeonly>{{Article_Reference|article= GURPS Rules in Feyworld}}</includeonly> | ||
The current Feyworld Campaign makes use of the [http://www.sjgames.com/gurps/ GURPS 4th Edition Rules], published by [http://www.sjgames.com/ Steve Jackson Games]. This chapter focuses on modifications of and definitions from that rules set. | {{TOC left}} The current Feyworld Campaign makes use of the [http://www.sjgames.com/gurps/ GURPS 4th Edition Rules], published by [http://www.sjgames.com/ Steve Jackson Games]. This chapter focuses on modifications of and definitions from that rules set. | ||
==Campaign Rules== | |||
{{:Campaign Rules}} | |||
==Character Creation== | |||
{{:Character Creation Rules}} | |||
==Advantages== | |||
{{:Rules for Advantages}} | |||
==Disadvantages== | |||
{{:Rules for Disadvantages}} | |||
==Skills== | |||
{{:Rules for Skills}} | |||
==Magic== | |||
{{:Magic Rules}} | |||
==Psionics== | |||
{{:Psionics Rules}} | |||
==Templates== | |||
{{:Rules for Templates}} | |||
==Equipment== | |||
{{:Equipment Rules}} | |||
==Character Development== | |||
{{:Character Development Rules}} | |||
==Sourcebooks== | |||
{{:Sourcebooks}} | |||
<noinclude>{{Fey_Source|chapter= Rules}}[[Category:Rules]][[Category:GURPS]]</noinclude> | <noinclude>{{Fey_Source|chapter= Rules}}[[Category:Rules]][[Category:GURPS]]</noinclude> |
Latest revision as of 17:23, 20 January 2015
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
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
Character Creation Rules
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
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
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
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
3 points
Astrologic Potential is the ability to access the Path of Astrology and is required to use Astrology Spells.
Divinatory Potential
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
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
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
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
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
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
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
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
3 points
Necromantic Potential is the ability to access the Path of Necromantic and is required to use Necromantic Spells.
Songweaving Potential
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
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
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
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
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
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
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
Disadvantages
Skills
New Skills
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
Magic Rules
Psionics
Psionics Rules
Templates
Racial Templates
Dwarf
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
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
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
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
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
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
Dracian
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
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
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
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
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
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
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
|
Barding
|
Climbing Gear
Clothing
Containers
Craftsman Kits
Food and Drink
Games and Toys
Jewelry
Luxuries
Medical Gear
|
Mounts
Musical Instruments
Personal Gear
Poison
Riding Gear
Thieves' Tools
Tools
Powerstones
|
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
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
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 | |
Campaign · Character Creation · Advantages · Disadvantages · Skills · Magic · Psionics · Templates · Equipment · Character Development · Sourcebooks |