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Equipment

Each character starts with 200 silver pieces (SP) to purchase equipment. Every character can wield every weapon. Spellcasting characters may wear armor, but the armor penalty of the armor worn raises the mana cost of each spell cast.

Weapons
Weapon Skill Damage Cost (SP)
Axe Axes 1d6 5
Bow Bows 1d6 4
Crossbow Bows 1d6+3 8
Dagger Daggers 1d6-2 2
Dragon pistol Firearms 1d6+4 18
Dragon rifle Firearms 2d6 25
Halberd Axes 1d6 7
Longbow Bows 1d6+2 8
Mace Blunt 1d6 5
Spear Thrown 1d6 3
Staff Blunt 1d6 2
Sword Swords 1d6 5
Throwing star Thrown 1d6-2 2
Two-handed weapon * 2d6 10
Warhammer Blunt 1d6 5

Bow: The maximum range of the bow is 80 yards. The DL for hitting a target at least 40 yards away is increased by 4. A bundle of 10 arrows costs 2 SP.

Crossbow: It takes one turn to reload the crossbow. A bundle of 10 bolts costs 2 SP.

Dagger: The dagger can be thrown or used in melee combat. If thrown the Thrown skill is used and the maximum range is 20 yards.

Dragon pistol: The maximum range of the dragon pistol is 20 yards. The DL for hitting a target at least 10 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4 SP.

Dragon rifle: The maximum range of the dragon pistol is 40 yards. The DL for hitting a target at least 20 yards away is increased by 4. Reloading the pistol takes one turn. 10 shots costs 4 SP.

Halberd: The halberd has a reach of 2 yards.

Longbow: The maximum range of the longbow is 120 yards. The DL for hitting a target at least 60 yards away is increased by 4. A bundle of 10 arrows costs 2 SP.

Spear: The maximum range of the spear is 20 yards. It can also be used for melee attacks. In that case the Spear skill is used.

Throwing star: The maximum range of the shuriken is 20 yards.

Two-handed weapon: Swords, axes, maces and warhammers exist in larger, two-handed versions. The appropriate skill is used for each weapon.

Armor and Shields
Armor Defense Armor Penalty Cost (SP)
Basic Clothing 0 0 3
Padded cloth 1 0 8
Leather 2 1 15
Scale 3 2 23
Lamellar 4 3 35
Chain 5 4 70
Light plate 6 5 90
Heavy plate 7 5 120
Golem armor 8 * *
Small shield +1 +2 5
Large shield +2 +4 12
Tower shield +3 +6 15

The stats given above are for full suits of armor.

Light and heavy plate: Plate armor must be fitted to the wearer. Ill-fitted plate armor reduces all rolls by 2.

Golem armor: Golem armor is a bulky armor created by the armor smiths of a bygone era. It not only is incredibly tough, but also grants a bonus of 1d6 to all weapon damage. Casting is impossible when using golem armor. There are rumors of special golem armor that not even allow spell casting but also are a magical implement in themselves. Golem armor is not available for sale.

General Equipment
Item SP
Adventurer’s Kit 5
Backpack 4
Cask of beer 6
Cask of wine 9
Donkey or Mule 25
Iron Rations (1 week) 14
Lantern 5
Lock pick 2
Noble’s clothing 12
Normal clothing 3
Ox cart 7
Packhorse 30
Pickaxe 3
Pole (3 yards) 1
Rations (1 week) 7
Riding horse 75
Rope (10 yards) 2
Saddle bags, saddle and bridle 8
Torch 1
Travel clothing 5
Warhorse 150
1st circle spell scroll 25
2nd circle spell scroll 50
3rd circle spell scroll 75
4th circle spell scroll 100
Spellbook 20
Magic implement (1st circle) 35
Magic implement (2nd circle) 70
Magic implement (3rd circle) 140
Magic implement (4th circle) 250

Adventurer’s Kit – This kit contains flint and tinder, a water flask, a blanket, a bed roll and a small tent.

Iron Rations – These rations don’t spoil over time.

Lantern – lanterns produce a brighter light than torches and are not as easily blown out.

Magic Implement – A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

Torch – a lit or un-lit torch can be used as an improvised weapon. Use the Blunt skill. Damage is 1d6-2 for unlit and 1d6-1 for lit torches. Flammable enemies may be set ablaze.