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3.
Foodstuffs
6.
Armour
7.
Weaponry
8.
Livestock & Gear
Prices
are listed in the Guilder Guilder of the
Belt
Normal 2
florins
Bandolier 3
florins
Extra-wide 4
florins
Reinforced
(sword-belt) 3 florins
Boots
Cloth 1
guilder
Hip
high 7
guilder
Knee
high (riding) 5
guilder
Leather
(normal) 2
guilder
Low
soft leather 2
guilder
Work 3
guilder
Full 15
florins
Half 2
guilder
Cloak 1
guilder
Cloak pin/Brooch 3
guilder
Dress
Common 3
guilder
Elaborate
30+
guilder
Shift
(simple one-piece) 5
florins
Satin 60+
guilder
Silk 80+
guilder
Earrings
Big
& gaudy 5
florins/pair
Guilder,
hoop 2
guilder/pair
Guilder,
small 1
guilder/pair
Silver,
hoop 1
guilder/pair
Silver,
small 10
florins/pair
Gloves
Archer’s 4
florins each, 8/pair (with tab)
Heavy
winter 1
guilder/pair
Leather 6
florins/pair
Cloth 2
florins/pair
Fingerless
&/or reinforced 10 florins each, 1 guilder/pair
Handkerchief, silk 2
florins
Hat
Fur 2
guilder
Large
brim (i.e. cowboy) 1
guilder
No
brim (i.e. cap or pullover) 2
guilder
Short
brim (i.e. bowler) 15
florins
Straw 4
farthings
Hose 6
florins
Jacket
Fur 7
guilder
Leather,
heavy winter 4
guilder
Leather,
light 2
guilder
Leather,
reinforced (see armour) 70 guilder
Silk 60
guilder
Trench
coat, heavy cloth 3
guilder
Trench
coat, leather 5
guilder
Wool 2
guilder
Jester’s hat (with bells) 10 florins
Jester’s outfit 2
guilder
Kilt 2
guilder
Mantle
Cloth 3
guilder
Leather 5
guilder
Mittens
Normal
cloth 2
florins/pair
Heavy
leather 10
florins/pair
Night robe 6
florins
Nightgown 5
florins
Pants
Cotton,
denim 2
guilder
Cotton,
soft 1
guilder
Linen 1
guilder
Velvet 40
guilder
Wool 2
guilder
Purse
Foet 120
guilder
Leather 10
florins
Linen 3
florins
Satin 8
guilder
Silk
(non-sow) 60
guilder
Small ˝
cost as per material
Velvet 5
guilder
Robe
Embroidered 10+
guilder to cost of material
Fur-trimmed 6
guilder
Heavy 3
guilder
Hooded 4
guilder
Light 2
guilder
Silk 30
guilder
Sandals 1
guilder
Sash 1 florin
Scabbard
Axe 5
guilder
Long
sword 15
guilder
Knife/dagger 2
guilder
Short
sword 10
guilder
Scarf 18
florins
Shirt
Linen 2
farthings
Cotton 4
farthings
Sackcloth 3
farthings
Satin 20
guilder
Wool 4
farthings
Shoes 5
guilder
Signet ring 30
guilder
Skirt 4
farthings
Socks 2
farthings/pair
Surcoat 10
guilder
Tunic 8
farthings
Vest
Cloth 10
florins
Leather 2
guilder
Socks help keep you from getting
blisters from long marches. Cotton is better for wicking away sweat, but wool
has the unique property that it retains its warmth even when wet. Cotton is
better for warm climates & wool for cold. Both are the same price.
Ale
Large
barrel, 50 gallon 10
guilder
Small
barrel, 5 gallons 5
guilder
1
pint 1
florins
Dwarven Ale
Large
barrel, 50 gallons 100
guilder
Small
barrel, 5 gallons 10
guilder
Pint 1
guilder
Beer
Bock,
1 pint 2
florins
Dark,
1 pint 1
florin
Light,
1 pint 5
farthings
Brandy, 1 pint 10
florins
Shot 1
florin
Cider
Barrel,
30 gallons 1
guilder
Cask,
12 gallons 4
florins
Hand
keg, 2 gallons 1
florin
Cider, hard
Barrel,
30 gallons 2
guilder
Cask,
12 gallons 8
florins
Hand
keg, 2 gallons 2
florins
Mead
Honey,
pint 5
florins
Rum
Dark,
per pint 7
florins
Dark,
per shot 14
farthings
Light,
per pint 5
florins
Light,
per shot 10
farthings
Wine
Excellent,
large barrel 25
guilder
Fair,
large barrel 5
guilder
Excellent,
small barrel 25
florins
Fair,
small barrel 5
florins
Excellent,
1 gallon 5
florins
Fair,
1 gallon 1
farthing
Wine, spiced
Barrel,
30 gallons 5
guilder
Cask,
12 gallons 2
guilder
Keg,
2 gallons 4
florins
Almonds, per lbs. 3
guilder
Apples, per lbs. 1
guilder
Applebutter, per pint 5
florins
Apricots, per lbs. 15
guilder
Artichokes, ground, per lbs. 200 guilder
Barley, 10 lbs. 7
florins
Blackberry butter, per pint 7 florins
Bread, per loaf
Sourdough 7
farthings
Wheat 5
farthings
Corn 3
farthings
Ginger 1
guilder
Hard Tack rolls 10
farthings/ dozen
Beef, per lbs.
Corned 3
guilder
Dried 5
guilder
Jerked 7
guilder
Sausage 2
guilder
Smoked 4
guilder
Brandied Fruits, per Pint
Cherries 2
guilder
Grapes 5
guilder
Mixed
Fruits 1
guilder
Raspberries 3
guilder
Spiced
Pears 4
guilder
Spiced
Plums 3
guilder
Strawberries 2
guilder
Buffalo, per lbs.
Dried 30
guilder
Jerked 42
guilder
Butter, per lbs. 2
florins
Butternuts, per lbs. 200
guilder
Candied Fruits and Herbs, per oz.
Apricots 5
guilder
Carrots 5
florins
Cherries 5
florins
Honeyed
ginger 50
guilder
Mint 7
florins
Orange
Peel 5
guilder
Carrots, per oz. 1
guilder
Cashews, per oz. 4
florins
Cheese, Cheddar
Wheel,
1 lbs. 4
florins
Whey,
100 lbs. 5
guilder
Cheese, Nut
Wheel,
1 lb. 1
guilder
Whey,
100 lbs. 50
guilder
Cheese, Pepper
Wheel,
1 lb. 5
florins
Whey,
100 lbs. 45
guilder
Cherries, per oz. 5
florins
Chestnuts, per lbs. 1
guilder
Chillies
Ground,
oz. 20
guilder
Whole,
per lbs. 100
guilder
Cocoa, per lbs. 100
guilder
Coconut
Dried,
per lbs. 50
guilder
Fresh,
each 10
guilder
Cod, per lbs.
Salted 5
guilder
Smoked 7
guilder
Coffee, per lbs. 50
guilder
Coffee, Dwarven, per lbs. 150 guilder
Corn, per Sack 4
florins
Crab, per lbs. 30
guilder
Dates, per oz. 5
guilder
Eggs, per 100 8
florins
Eggs, per 24 2
florins
Egg
Chicken 3
farthings
Duck 1
florins
Ostrich 50
guilder
Snake 5
guilder
Turtle 7
guilder
Elderberries, per oz. 1
florin
Figs, 1 lb. 3
florins
Flour, 10 lbs. Sack
Barley 5
farthings
Corn 3
farthings
Rye 4
farthings
Wheat 3
farthings
Fruit cheeses, per pint
Apple 1
florin
Blackberry 1
guilder
Damson
plum 5
florins
Gooseberry 6
florins
Grain, 50 lbs. barrel 5
guilder
Green beans, per oz. 2
guilder
Green Peas, per lbs. 2
florins
Haggis 5
guilder
Hazelnuts, per lbs. 5
guilder
Herring, per lbs.
Pickled 3
guilder
Salted 5
guilder
Honey, per pint
Lavender 1
guilder
Parsley 3
florins
Rose
Petal 5
florins
Jam, per pint
Apricot
& Almond 20
guilder
Elderberry 7
florins
Gooseberry 1
guilder
Rose
petal 1
guilder
Strawberry 3
florins
Jellies, per pint
Basil 5
florins
Crab-apple 3
florins
Lemon 5
guilder
Mint 2
florins
Rosemary 5
florins
Sage 4
florins
Wine 1
guilder
Juice, per pint
Apple 1
farthing
Grape 2
farthings
Orange 1
farthing
Tomato 3
farthings
Lard, pint 5
farthings
Lobster tail, meal 2
florins
Maple Sugar, per lbs. 75
guilder
Marmalades, per pint
Ginger 20
guilder
Orange 15
guilder
Meat, Fresh, per lbs. 1
guilder
Milk, per pint
Cow 5
florins
Goat 7
florins
Mare 15
florins
Molasses, per pt 5
florins
Mushrooms, per oz. 5
guilder
Nuts, ground, per lbs. 30
guilder
Noodles, per lbs. 15
guilder
Oil, per gallon
Almond 10
guilder
Hazelnut 3
guilder
Olive 5
guilder
Sesame 10
guilder
Sunflower 3
florins
Walnut 2
guilder
Peaches, per lbs. 15
guilder
Pears, per lbs. 5
guilder
Pear butter, per pint 6
florins
Pecans, per lbs. 150
guilder
Pickled fish, (small Barrel) 3 guilder
Pineapple, dried 300
guilder
Pine nuts, per lbs. 10
guilder
Pistachios, per lbs. 15
guilder
Pork, per lbs.
Bacon 4
guilder
Ham 5
guilder
Salted 3
guilder
Sausage 1
guilder
Preserves, per pint
Cherry 4
florins
Raspberry 5
florins
Strawberry 5
florins
Prunes, per lbs. 3
guilder
Pumpkin seeds, per oz. 30 guilder
Raisins, per lbs. 2
florins
Rice, per lbs. 1
florin
Rice Cake, per week 5
florins
Rice candies, each 1
ha’ penny
Roast Chicken 5
florins
Roast Duck 8
florins
Roast Goose 7
guilder
Roast Ostrich 500
guilder
Roast Pheasant 5
guilder
Roast Turkey 3
guilder
Rye, per 10 lbs. sack 7
florins
Salmon, per lbs.
Salted 10
guilder
Smoked 15
guilder
Salt Pork, per lbs. 4
florins
Sardines, per lbs. 4
guilder
Sarsaparilla, per oz. 10
guilder
Smoked Meat, per lbs.
Bear 20
florins
Beef 5
florins
Ham 7
florins
Shark 15
florins
Venison 17
florins
Snake, Fried 3
florins
Steak
Beef 10
florins
Eel 4
guilder
Lizard,
large 2
guilder
Shark 3
guilder
Venison 6
guilder
Stew, per pot
Beef 4
florins
Otter 15
florins
Rabbit 3
florins
Snake 5
florins
Wolf 8
florins
Sugar, per lbs.
Brown 1
guilder
Lavender 10
guilder
Lemon 15
guilder
Orange 15
guilder
Powdered 5
guilder
Raw,
cane or beet 5
florins
Rose 7
guilder
Violet 8
guilder
Tea, per lbs. 10
florins
Elven 60
florins
Tomato, per pint 10
guilder
Tortilla, per 2 dozen 25
farthings
Vanilla, per bean 100
guilder
Walnut per lbs. 3
florins
Walnuts, Black, per lbs. 100 guilder
Wheat, per 10 lbs. sack 5 florins
Arsenic, 1 sprig 10
florins
Belladonna, 1 sprig 4
florins
Catnip, 1 sprig 20
farthings
Cinnamon, per stick 10
farthings
Garlic, 1 bud 5
farthings
Ginger, 1 root 30
farthings
Herbs, per lbs. 5
farthings
Holly, per sprig 5
florins
Mandrake, root 25
florins
Mistletoe, sprig 10
florins
Nightshade, sprig 15
florins
Pepper, 1 oz. 5 florins
Saffron, per 1 oz. 15
guilder
Salt, per lbs. 1
florin
Salt, per 150 1 lb. Bricks 100 guilder
Spice, per lbs.
Exotic 15
guilder
Rare 2
guilder
Uncommon 1
guilder
Wolfsbane, per sprig 10
florins
Cigarettes: cost--2-5 flourins per pack. The best tobacco is from southern Formour. The Goths have their own variety--cloves.
Bag, cloth, holds 10-50 coins 7 farthings
Bag, cloth, tiny 2
farthings
Backpack
Leather 2
guilder
Wicker 5
farthings
Barrel, wooden
Small,
holds 5 gallons 1
guilder
Small,
holds 30 gallons 2
guilder
Medium,
holds 40 gallons 4
guilder
Large,
holds 50 gallons 5
guilder
Large,
holds 60 gallons 6
guilder
Basket
Wicker,
small 2
farthings
Wicker,
large 4
farthings
Bottle
Ceramic,
holds 32 oz. 3
florins
Glass,
holds 32 oz. 8
florins
Crystal,
hold 32 oz. 3 guilder
Box, ornamental
Lacquer 8
guilder
Sandalwood 5
guilder
Silk-lined 5
guilder
Bucket
Canvas,
holds 3 gallons 3
florins
Leather,
holds 3 gallons 5
florins
Wooden,
holds 1 gallon 8
florins
Cabinet 3-8
guilder
Cask
Wooden,
small, holds 50 gallons 3 guilder
Wooden,
small, holds 5 gallons 1 guilder
Chest
Armoured 10
guilder
Common,
wooden, large 8 florins
Common,
wooden, small 3 florins
Drums , metal
200
gal. 15
guilder
100
gal. 10
guilder
Flask, hold 16 oz.
Ceramic 2
florins
Clay 1
florin
Crystal 15
florins
Glass 10
florins
Silver 20
guilder
Steel 3
guilder
Jars, stoppered ceramic
2
oz. 3
farthings
4
oz. 4
farthings
6
oz. 5
farthings
8
oz. 6
farthings
10
oz. 7
farthings
12
oz. 8
farthings
14
oz. 9
farthings
16
oz. 1
florin
20
oz. 13
farthings
24
oz. 15
farthings
32
oz. (1 quart) 2
florins
64
oz. (2 quart) 5
florins
128
oz. (1 gallon) 1
guilder
Keg
Wooden,
large, holds 25 gallons 45 florins
Wooden,
small, holds 5 gallons 15 florins
Pail
Metal,
holds 1 gallon 10
florins
Wooden,
holds 1 gallon 7
florins
Pouch, belt
Cloth,
large, holds 100 coins 5 florins
Cloth,
small, holds 50 coins 10
florins
Leather,
large, holds 100 coins 1 guilder
Leather,
small, holds 50 coins 15 florins
Quiver, arrow
Large,
holds 24 arrows 1
guilder
Small,
holds 12 arrows 7
florins
Quarrel
Hand,
holds 30 quarrels 3
guilder
Regular,
large, holds 40 quarrels 1 guilder
Regular,
small, holds 20 quarrels 15 florins
Siege,
hold 10 quarrels 5
guilder
Rucksack 1
guilder
Sack
Cloth,
large, holds 300 coins 40
farthings
Cloth,
small, holds 50 coins 16
farthings
Leather,
large, holds 450 coins 45 farthings
Leather,
small, holds 75 coins 20 farthings
Skins
Oil 5 florins
Water 1 guilder
Wine 1 guilder
D-purse:
Women's purse with access to a pocket dimension. This alternate plane expands to fit anything
placed inside (must be able to fit through opening), and has the special
characteristic that time does not affect anything within.
Reading Glasses: Rather than focus your vision, these glasses
actually read to you. Sound is sent
through the earpieces into your skull. No one can listen in, nor tell that you are being read to by your
spectacles. They come in two
varieties: translating, and direct reading. Translating glasses translate everything
that they can read into one language; direct-reading spectacles read everything
in its original language. The downside
of these glasses is that there are no controls. It operates any time that it sees text that it knows. This can be problematic and distracting if
it is reading something to you in a language that you barely know. For example, if you read Anglan perfectly,
but the glasses speak only Killian, anything that you try to read in Anglan
will be translated (audibly) into Killian.
Only the most skilled technomancers are able to reprogram them. The Game Master determines what type and
what languages--with preferences toward related languages or languages with
similar character sets (for example, Byzant and phonetic Killian).
Vest-of-Many-Pockets: Also called a Protector Vest; this is a
hunter-style vest in different colours; mail-enhanced version available. Mage version is the "Nobe" (nerd +
robe) robe with many hidden pockets, including loose sleeves with pockets
hidden in them. Comes either
embroidered & flashy coloured, or plain (brown, white, black, & 3
shades of grey). This vest may be worn
over armour. (Thanks to Scott Adams for this
idea.)
Combining/Stacking Armour
There are a variety of reasons for wanting to use 'piecemeal' armour. Cost and weight are major factors, as are aesthetics (how good you look) and the effects of certain pieces of armour (i.e. an crosbowman rarely needs to worry about armour on his back or legs).
The parts of the body that are hit the most often are the torso, shoulders, and head. These are, not coincidentally, the areas that are the most vital & need protection most. Forearms, hands, knees and neck are the next most likely targets. Ideally, you should specify how you attack; "I stab at his throat," is better than just, "I'm going to hit him." The advantages of descriptive combat are that you may get to ignore unarmoured or lightly-armoured areas, and the Game Master is more likely to give specific effects of your attack. In other words, if the guards aren't wearing cod-pieces, make them suffer for it. If a knight jousts without a helmet, he will find that quite a few opponents are aiming their lances at his face rather than his shield. Conversely, someone wearing only a helmet won't have nearly as many head-shots to worry about (everywhere else, however...)
Armour should be chosen that fits the character's style. In other words, someone who needs maximum freedom of movement--such as an archer or rogue--need to be weighted down by as little armour as possible. By contrast, a knight has his horse to carry him & his armour, and will face similarly-clad foes close-up with heavy weapons; the knight needs to be armoured much more heavily. Many mages disdain the use of armour, not out of any arbitrary "wizards can't use armour" rule, but rather due to focus and orientation. Mages are not usually trained in the wearing of armour--instead focusing on magical skills--and are statistically slighter of frame than the average warrior-type. The main reason that wizards do not usually wear armour is simple arrogance; they trust in their magic (or rather the reputation thereof) to protect them.
Combining armour types may be by wearing different types of armour on different parts of the body--such as a metal breastplate with leather leggings--or by layering the armour on top of one another--such as wearing plate mail over chain over padding. The game mechanics for wearing different types of armour, rather than a full suit, are quite simple. Add up the armour class bonuses of all covered flesh: arms, head, torso, etc. The damage resistance does not stack up, however. For layered armour, the reverse applies; the outer shell (typically metal over padding) is the only armour class bonus used, but the damage resistances are combined. The basic concept is this: the more flesh that is covered, the harder it is to hit; the more layers an attack must penetrate, the less damage done.
Here's an example. Drusilla is a duelist. She wears a hard leather vest & leggings, with a breastplate on her chest & a heavy steel bracer & glove on her left arm (she's left-handed). She otherwise keeps her arms free to maximize their freedom of movement. The breastplate helps to keep her from being pierced in the heart or other vital organ, and the bracers prevent a foe from easily disarming her by attacking her hand or wrist. She recieves +2 to her armour class from the breastplate, & +1 armour class from the leather (only the leggings count because of the breastplate). The bracer/glove combination adds an additional +1. Drusilla's total armour class is 9 (assuming she has no bonuses from a high Agility--we never said that she was a very good duelist). If a foe targets her spleen (or elsewhere on her torso), the damage restistance is 6: 4 from the breastplate and 2 from the leather underneath.
Bracer
Armour Class: +1
Damage Resistance: +1
Special: often ornamental (gold or silver reduces Damage Resistance to 0
Weight: less than one pound
Encumbrance: None
Skill Penalty: 0
Cost: 5 guilder each
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body.
Breastplate
Type: Medium
Armour Class: +2 or
base 7
Damage Resistance: 4
Special: protects torso
only
Weight: 15 pounds
Encumbrance: Medium
Skill Penalty: -3
Cost: 150 guilder
This vest keeps you afloat. Even someone without the Swimming skill will remain floating atop water and can move about by dog-paddling. This vest continues to operate even if the wearer is unconscious. If this vest is donned while on a sinking ship, the wearer will quickly rise to the surface. Note that this vest floats even if not worn--the maximum carrying capacity is 400 pounds. You can wear this vest over other armour.
Buckler
Armour Class: +2
Block: +3
Special: often has the Feature-Spiked
Weight: 3 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 5 guilder, 15 guilder if spiked
Bucklers and spiked bucklers are lightweight and cheap. They are often found amongst duelists, archers, and other combatants that travel lightly. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. It is very light weight, and permits the user to carry other items in that hand.
Type: Medium
Armour
Class: +3 or base 8
Special: 20% Hacking Resistance
Damage Resistance: 4
Weight: 45 pounds
Encumbrance: Medium
Skill
Penalty: -4
Cost: 200 guilder
Chain mail is made of interlocking
metal rings. It is often worn over a
layer of padded fabric or soft leather to prevent chafing and lessen the impact
of blows (add light leather armour weight & bonuses if this is the case,
skill penalty remains -4).
Type: Light
Armour
Class: +2 or base 7
Damage
Resistance: 2
Weight: 20 pounds
Encumbrance: Light
Skill
Penalty: -2
Cost: 130 guilder
Leather
armour, despite the belief of those unschooled in combat, is not soft and
supple like the leather used to make boots.
That kind of leather offers no better protection than common clothing. Leather armour has had sections boiled in
oil to harden it and prevent blows from penetrating, as well as for
waterproofing. The armour has a hard
vest or breastplate and areas over the arms & thighs for additional
protection. The proper term for this
kind of armour is cuir-boulli.
Type: Light
Armour
Class: +1 or base 6
Damage
Resistance: 1
Weight: 10 pounds
Encumbrance: Light
Skill
Penalty: -1
Cost: 75 guilder
Light leather armour is made of soft
and supple like the leather used to make boots or jackets. This kind of leather offers little better
protection than common clothing. This
is comprised of a jacket, shirt, or vest and leggings to provide even protection
over the whole body.
Wooden Shield
Armour Class: +3
Block: +4
Special: Can be 'sacrificed' to guarantee a successful block
Weight: 5 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 20 guilder
These are perhaps the most common form of shields as they are lightweight and cost-effective. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. Wooden shields are somewhat brittle, and are easily destroyed after a few combats. However, the fragility can be utilized by the wearer to ensure that the shield takes the full force of the blow. By doing this, the shield is destroyed, but the wearer guarantees his or her safety from that particular attack.
Breastplate
of Protection Against Drowning
Type: Light
Armour Class: +1 or
base 6
Damage Resistance: 2
Special: 20%
crushing resistance for blows to the torso
Weight: 1 pound
Encumbrance: Medium
(due to bulk)
Skill Penalty: -5
Cost: 300 guilder
This vest keeps you afloat. Even someone without the Swimming skill will remain floating atop water and can move about by dog-paddling. This vest continues to operate even if the wearer is unconscious. If this vest is donned while on a sinking ship, the wearer will quickly rise to the surface. Note that this vest floats even if not worn--the maximum carrying capacity is 400 pounds. You can wear this vest over other armour.
Chaos Guards
Type: Heavy
Armour Class: +2 each
Damage Resistance: 6
Special: Feature-Spiked
Weight: 10 pounds each
Encumbrance: Medium
Skill Penalty: -2
Cost: 80 guilders each
Chaos Guards are large shoulder pads. They are anointed with 4 to 6 inch bladed spikes, of up to a dozen in number. In addition to the intimidation factor, the spikes may be used in battle to add 1D4 points of damage to a shoulder slam.
Proficiency
is which skill is used for the weapon.
Initiative
is the bonus or penalty for using this particular weapon in combat.
Preparation
is whether the ranged weapon can be set (like a bow), set & locked (like a
crossbow), or is hurled (anything just thrown).
Reload
time is how long is required to ready a projectile for
another shot; this number is added to initiative when reloading.
Attack is
the bonus or penalty on the 20-sided die when attacking.
Parry
is the bonus or penalty to deflect your opponent’s weapon.
Damage
type is hacking, smashing, or stabbing.
Damage
is the dice of damage the weapon does.
Handle
is how the weapon is gripped.
Size
is the weight & dimensions.
Range
Increment is how far that the weapon may travel or launch a
projectile before a cumulative –2 penalty is assessed on the attack roll.
Proficiency: Medium, or Mass-weapon
Initiative: -2
Parry: -1
Damage type: Hacking
Damage: 2D6 +
Strength bonus
Handle: Axe-handle
Size: 2 ľ feet; 4 ˝ pounds
Encumbrance: Heavy
Cost: 40 guilder
The most common version of the
battleaxe is a stout pole about four feet in length with a single-edged,
trumpet-shaped blade mounted on one end.
Battleaxes are also called broad axes.
Proficiency:
Medium
Initiative: -1
Attack: -2 from uneven shape
Parry: -2 from uneven shape
Damage
type: Smashing
Damage: 1D6 + Strength bonus
Special: if a
natural 20 is rolled on the parry, the stick breaks
Handle: Pole
Size: 3-4 feet; 1 pound
Encumbrance: Medium
Cost: free—it’s a stick
This is a tree branch found or cut
for the purposes of beating someone about the head & face with it. The penalty to-hit & parry can be
reduced if you look long enough (reduce by 1 for every hour spent looking in a
forest). Also called a club.
Proficiency: Hand
Parry: 0; short
blade, but basket-handle
Damage type: Stabbing
Damage: 1D4+2 +
Strength bonus
Special: stays
attached even when the user shapeshifts
Handle: basket &
straps
Size: 4 inch blade,
1/2 inch claws; 1 pound
Encumbrance: None
Cost: 80 guilder
Claives derive their name from their special handles. They are a flexible basket that straps onto the hands/feet. They are highly prized (and quite likely invented) by Lycanthropes as they are not lost when the wielder changes shape. The main blade is thin and double-edged and extending vertically from the back of the hand. Two smaller curved 'claws' are on each side of the blade along each knuckle. Claives are designed so that they may be used equally well in a Human hand as attached to a wolf's paw. It is possible for a biped to attach claives to his or her feet. The weapon is used in a stabbing motion so that the blade penetrates deeply while the claws rake the flesh further. The basket is mostly open along the palm allowing the user to hold other objects or run freely, although difficult movement and combat maneuvers may be complicated by the basket and blades.
Proficiency: Long
Initiative: -2
Damage
type: Hacking
Damage: 1D10 + Strength bonus
Handle: hand-and-a-half
Size: 4 feet; 6-7 pounds
Encumbrance: Heavy
Cost: 80
guilder
This is the unofficial weapon of the Heldannic Freeholds. The claymore sword is a derivative of the long sword. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended where two hands could be used to more properly swing the sword.
Proficiency: Hand, or Knife/Axe
Initiative: +3
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D4
+ Strength bonus
Special: may be used
in melee or thrown
Handle: One-hand
Size: 10-20 inches;
one pound
Encumbrance: None
Range Increment: 10
feet
Cost: 10 guilder
The typical dagger has a pointed,
usually double-edged blade, as opposed to a knife, which has a single edge and
is a bit shorter than the dagger.
Proficiency: N/A
(hand-to-hand skills)
Initiative: +3
Parry: successful
parries still cause damage (see text)
Damage type: Smashing
Damage: 0 (just
Strength bonus unless you possess a skill that increases damage)
Special: successful parries still cause damage (see
text)
Handle: redundant
(see also: redundant)
Size: fist-sized
Encumbrance: None
Cost: free—it's just
close your hand
Blocking a sword or other weapon
with your bare hand hurts—lots. Damage
from successfully blocking a stabbing weapon is 1 point, and hacking or
smashing weapons do 1/4th damage (round down).
Proficiency: Long
Initiative: -7
Parry: -3 from
unwieldy head
Damage type: Hacking
Damage: 2D12+
Strength bonus
Special: features:
Shieldbreaker & Damages Armour
Handle: two-handed
pole-grip with loop
Size: 5 feet long, 3 foot
head; 30 pounds
Encumbrance: Very heavy
Cost: 120 guilder
Greataxes have monstrously huge blades with a 'butterfly' design. The size is nearly that of a polearm. This heavy weapon is able to smash through shields and carve chunks out of even the stoutest armour. Damage resistance is depleted by one for each successful strike. If the axe-swinger is attempting to damage the armour rather than the wearer, the greataxe reduces Damage Resistance by 1D4 points per strike, and can ignore any Fortitude bonuses to Armour Class. For each successful block with a shield, there is a 10% chance that the greataxe destroys it. The shield is sacrificed--the attack is still blocked, but the shield is now useless.
Proficiency: Polearm
Initiative: -4
Damage
type: Hacking
Damage: 1D10 + Strength bonus
Special: Features-Reach
& Damages Armour
Handle: Pole
Size: 5-8 feet long; 15 pounds
Encumbrance: Very Heavy
Cost: 80 guilder
The halberd consists of a cleaver-like axe blade mounted on a staff. Its keen blade will shear through your opponent's flesh to find the bone while its often-barbed tip will seek out gaps in their armor. By far the oldest and most often used pole-arm. The axe blade is balanced at the rear with a fluke, or hook-like projection, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a true hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. The axe blade is angled for maximum effectiveness.
Hunting Arrow
Attack: +1
Damage type: Stabbing
Damage: 1D6 + Bow
Size: 3 feet long; less than 1 pound
Cost: 2 guilder each; typical deal is 20 per dozen
Also called flight arrows, these are usually made out of lighter woods such as birch and ash. Hunting arrows are typically about 30-40 inches in length with a narrow head designed impale smaller prey. These arrows are designed for distance and accuracy, increase the Range Increment by 20 feet when using these arrows.
Proficiency: Polearm
Initiative: -5
Attack: +1
Parry: -3
Damage
type: Stabbing
Damage: 2D6 + Strength
bonus
Special: Features-Reach
and Blow-through; designed to be used to charge and may be used to receive a
charge; counts as medium encumbrance when mounted
Handle: Pole, hafted
Size: 13 feet long; 10 pounds
Encumbrance: Very
heavy; Medium if mounted
Cost: 60 guilder
Lances are perhaps the most refined of polearms, getting back to basics with efficiency of form and function. It also sucks when you get run-through with one by someone charging on horseback. Lances used for jousting in the Kingdom of Formour have become very standardized in length, weight, and form of the tip. The national love of jousting has only increased the use of these standards. As a result, few lances will be found that are different. These are specially ordered devices that may not be used in tournaments.
Longbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1
action
Damage type: by
arrow
Damage: by arrow, plus
Strength bonus
Handle: must use two
hands
Size: 3 feet long
when strung; 2 pounds
Encumbrance: Heavy
(due to size rather than weight)
Range Increment: 100
feet
Cost: 250 guilder
The long bow is similar to the short
bow, except that the staff, or ‘bow’ part, is about as long as the archer is
tall, usually 6 to 6 ˝ feet. It has one
important advantage over the short bow—better range.
Proficiency: Medium
Initiative: 0
Damage type: Hacking
Damage: 1D8 +
Strength bonus
Handle: One-hand
Size: 3 feet; 4
pounds
Encumbrance: Medium
Cost: 50 guilder
These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.
Proficiency: Grenade
Initiative: +1
Preparation: Hurled
Reload time: N/A
unless looking for a suitable rock on the ground (2D4 rounds if available)
Attack: ±0
Damage type: Smashing
Damage: 1 + ˝
Strength bonus (round up)
Special: some are
good for skippin’
Handle: none
Size: <1 pound
Encumbrance: None
Range Increment: 10
feet
Cost: free, just
look down
Ah, the time honoured tradition of
throwing rocks at peoples’ heads. Be
sure to aim for the eyes for extra fun.
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1
action
Damage type: by
arrow, plus Strength bonus
Damage: by arrow
Handle: must use two
hands
Size: 3 feet long
when strung; 2 pounds
Encumbrance: Medium
Range Increment: 60
feet
Cost: 100 guilder
Short
bows are the oldest type of bow. Short
bow staves are about 3 feet long on the average. As the years passed, attempts were made to increase bow
ranges. Either Bows were given longer
staves or flexibility was increased with no change to the length. The former resulted in what is now called
the long bow.
Proficiency: Spear
or Long
Initiative: +1
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D6
+ Strength bonus
Special: may be used
in melee or thrown
Handle: pole; hafted
Size: 7-10 feet; 4-6
pounds
Encumbrance: Medium
Range Increment: 15
feet
Cost: 30 guilder
One of the earliest weapons in all cultures, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. These were later fire-hardened, and eventually spearheads were made from iron and steel. Having reached this end, armorers began experimenting with different types of spear heads, thus leading to the development of different polearm types. This 'knife on a stick' remains the basis for nearly all other weapons.
Proficiency: Long
Attack: +1
Parry: +2
Damage
type: Smashing
Damage: 1D6 + Strength bonus
Special:
Feature-Reach; if a natural 20 is rolled on the parry, the stick breaks
Handle: Pole (the whole thing)
Size: 5-9 feet; 2-5 pounds
Encumbrance: Heavy (due to length)
Cost: 0 up to 60 guilder
This is a tree branch found or cut for the purposes of beating someone about the head & face with it. The penalty to-hit & parry can be reduced if you look long enough (reduce by 1 for every hour
War Arrow
Attack: +3
Damage type: Stabbing
Damage: 1D8 + Bow
Size: 3 feet long; less than 1 pound
Cost: 2 guilder each; typical deal is 20 per dozen
Also called sheaf arrows, these are usually made out of heavier woods than hunting arrows. War arrows are typically about 30-40 inches in length with a broad head designed to pierce armour and tear through flesh. These arrows are designed to kill people.
Proficiency: Mass-weapon,
Medium
Initiative: +1
Damage
type: Smashing
Damage: 1D8 + Strength bonus
Special: Feature-Crushing
Handle: short pole
Size: 2 1/2 feet long; 6 pounds
Encumbrance: Very heavy
Cost: 40 guilder
The warhammer is the descendent of the Lucerne
hammer, designed to be equally effective on horseback. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.