Chapter 03

Equipment

Weapons, armour, supplies, transport, and prices for outfitting an adventurer.

Equipment is measured by cost and Encumbrance (ENC), which combines weight with bulk. The listed prices assume an established urban market; availability and cost change with place and circumstance.

Markets and Currency

Listed prices assume a well-stocked city: 10 CP equal 1 SP, and 10 SP equal 1 GP.

Availability and exchange

The lists in this chapter are game tools, not a complete economic model. Their prices and full selection assume a prosperous city with organised markets. Towns carry less, villages mainly offer local goods, and isolated settlements may demand higher prices or barter.

Currency Value
10 copper pieces (CP) 1 silver piece (SP)
10 silver pieces (SP) 1 gold piece (GP)

For barter or a contested bargain, make an opposed Trade test between buyer and seller. A result sets the price or terms; it does not make unavailable goods appear.

Equipment also has consequences. Encumbrance slows an overloaded traveller, displayed wealth attracts thieves, and openly carried arms may provoke fear, legal scrutiny, or the local watch.

Weapons and Ammunition

A weapon lists its damage, minimum STR/DEX, ENC, size, and cost; melee and thrown attacks add DM, while bows, slings, and crossbows do not.

Use Close Combat for hand-to-hand attacks and Ranged Combat for attacks made at distance. If either STR or DEX is below a weapon’s listed minimum, attacks and Parries with it suffer -1P; being below both still applies only -1P.

Damage Modifier (DM) applies to melee, unarmed, and thrown attacks. Bows, slings, and crossbows use only their listed damage unless a Talent says otherwise.

Weapon size

Weapons use four sizes: Light, Medium, Heavy, and Huge. Size determines how much damage a Parry blocks:

Parrying item compared with the attack Damage blocked
Same size or larger All
One size smaller Half
Two or more sizes smaller None
Critical Parry All, regardless of size

Unarmed attacks such as punches and kicks are Light. A natural weapon uses the Size in its creature profile, or Medium when none is listed. A thrown weapon uses the Size in the ranged table when Parried.

Close Combat weapons

A weapons master's field sketch compares blades, hafted weapons, a spear, bow, crossbow, sling, and ammunition.
Weapon Type Damage STR/DEX ENC Size Cost
Arming Sword 1H 1D8 9/9 2 Medium 150 SP
Ball and Chain 1H 1D8 9/9 2 Medium 120 SP
Battleaxe 1H 1D8 9/9 2 Medium 120 SP
Club Flex 1D6 5/9 1 Light 20 SP
Dagger 1H/Thrown 1D4+1 Light 20 SP
Great Axe 2H 2D8 13/5 4 Heavy 200 SP
Great Hammer 2H 2D8 13/5 4 Heavy 200 SP
Greatsword 2H 2D8 13/9 4 Heavy 300 SP
Hatchet 1H/Thrown 1D6 5/9 1 Light 20 SP
Lance Flex/Set 1D10 11/9 3 Heavy 150 SP
Longspear 2H/Set 1D8+1 9/5 2 Medium 30 SP
Longsword Flex 1D8 13/11 2 Medium 250 SP
Mace Flex 1D8 9/9 2 Medium 120 SP
Military Flail 2H 2D8 13/5 4 Heavy 200 SP
Polearm 2H/Set 1D8 9/9 3 Heavy 200 SP
Quarterstaff 2H 1D8 5/9 2 Medium 20 SP
Scimitar 1H 1D8 9/9 2 Medium 150 SP
Shield, small 1H 1D4 1 Medium 50 SP
Shield, medium 1H 1D6 9/— 2 Heavy 150 SP
Shield, large 1H 1D6 13/— 3 Huge 300 SP
Shortspear Flex/Set/Thrown 1D6 5/5 2 Medium 20 SP
Shortsword 1H 1D6 5/5 1 Medium 100 SP
Unarmed 1D3 Light
War Hammer 1H 1D8 9/9 2 Medium 120 SP

1H: Requires one hand. 2H: Requires two hands. Flex: May be used in two hands for +2 damage and a STR requirement 2 lower than listed. Set: May be set against a charge using the Combat rules. Thrown: May use its ranged profile without an improvised-weapon penalty.

Primitive or improvised versions of listed weapons deal 1 less damage, to a minimum of 1.

Ranged weapons

A target within Range can be attacked normally. A target beyond Range but no farther than twice Range may be attacked at -2P; anything farther away cannot be hit.

Weapon Type Damage Range STR/DEX ENC Size Cost
Dagger Close/Thrown 1D4+1 STR m —/9 Light 20 SP
Crossbow, heavy 2H/Missile 2D6 150 m 9/9 2 350 SP
Dart Thrown 1D3 STR m —/9 Light 15 SP
Crossbow, light 2H/Missile 1D8 125 m 5/9 1 150 SP
Hatchet Close/Thrown 1D6 STR m —/9 1 Light 20 SP
Improvised rock Thrown 1D4 STR m 5/5 1 Light
Javelin Thrown 1D6 STR × 2 m 5/9 1 Medium 20 SP
Longbow 2H/Missile 1D10 150 m 13/9 1 150 SP
Shortbow 2H/Missile 1D8 75 m 9/9 1 75 SP
Shortspear Close/Thrown 1D6 STR × 2 m 5/9 2 Medium 20 SP
Sling 1H/Missile 1D6 50 m —/9 5 SP
Whip Close 1D3 5 m —/9 Light 50 SP

Close: Within 2 metres, attack with Close Combat and the listed damage. Thrown: The ranged attack adds DM. Missile: Bows, crossbows, and slings do not add DM. A weapon without Close used within 2 metres is an improvised Light club (1D6+DM) and attacks at -1P.

A small shield may be strapped to the arm while carrying a 2H ranged weapon, but it cannot attack, Parry, or provide Active Guard until the ranged weapon is no longer being wielded.

Reloading crossbows

  • Reloading a light crossbow spends the character’s Movement Action and base Reaction.
  • Reloading a heavy crossbow consumes the entire round: Combat Action, Movement Action, and all Reactions.

Ammunition

Ammunition ENC Cost
Arrows (10) 1 SP
Crossbow bolts (10) 2 SP
Sling bullets (10) 5 CP

Armour

Armour subtracts its fixed AP from damage; its ENC reduces Combat Order and contributes to carried load.

Armour Points (AP) reduce incoming damage after any Parry. Armour ENC counts toward carried load and is also subtracted from the wearer’s base Combat Order.

Armour AP ENC Cost
Leather 2 3 500 SP
Ringmail 3 4 1,000 SP
Scalemail 4 6 1,500 SP
Chainmail 5 7 3,000 SP
Platemail 6 9 9,000 SP
  • Leather includes padded, boiled leather, or layered linen protection.
  • Ringmail is a padded suit reinforced with sewn metal rings.
  • Scalemail is a padded suit covered with overlapping metal scales.
  • Chainmail is a suit of interlinked metal rings.
  • Platemail is fitted steel plate over a chain backing.

Size and fit

An armourer's field sketch compares leather, ringmail, scalemail, chainmail, and plate protection with straps and repair tools.
  • Armour made for SIZ 1–5 has half the listed cost and ENC.
  • Armour made for SIZ 21 or more has double the listed cost and ENC.
  • Ill-fitting plate may be worn at double ENC. Other armour must fit well enough for the Gamemaster to allow it.
  • Armour cannot be layered to combine AP.

General Gear

Adventuring gear provides its listed capacity or situational benefit; a Healing Kit has five uses and a torch goes out only on an attack fumble.

Item ENC Cost
Backpack 1 5 SP
Bedroll 1 1 SP
Block and Tackle 1 15 SP
Bottle, glass 2 SP
Candle, 1 hour 1 CP
Chain, 2 metres 2 40 SP
Climbing Kit 1 25 SP
Craft Tools 2 75 SP
Crowbar 1 25 SP
Healing Kit 25 SP
Fish Hook 1 CP
Fishing Kit 1 15 SP
Flint and Tinder 5 CP
Grappling Hook 5 SP
Hammer 1 SP
Ladder, 3 metres 4 2 SP
Lantern 1 10 SP
Lock Picks 75 SP
Mining Pick 1 35 SP
Musical Instrument 2 70 SP
Oil, flask 1 1 SP
Papyrus, sheet 1 SP
Quiver 2 SP
Rope, 10 metres 2 10 SP
Sack, large 1 5 CP
Sack, small 2 CP
Scythe 2 30 SP
Slingbag 1 5 CP
Spade 1 25 SP
Torch, 1 hour 4 CP
Waterskin 1 5 CP
Writing Kit 1 45 SP

Containers and supports

Item Capacity
Backpack 20 ENC
Large sack 10 ENC
Small sack 5 ENC
Slingbag 15 ENC
Quiver 30 arrows or bolts
Waterskin Two days’ water for one adventurer
Rope or grappling hook 50 ENC, 50 SIZ, or a combined total of 50

Containers make their contents manageable but do not remove the contents’ ENC.

Tools

  • Block and Tackle: Requires at least 10 metres of rope. Grants +1B to Mechanisms tests involving large traps and enables suitable Engineering tasks.
  • Climbing Kit: Grants +1B to Athletics tests made to climb.
  • Crowbar: Grants +1B to brute-force Athletics tests. As a weapon, it is a club at -1P.
  • Healing Kit: Provides five Healing or Surgery attempts; an attempt expends one use whether it succeeds or fails.
  • Fish Hook: Allows Natural Lore to catch fish without an equipment penalty.
  • Fishing Kit: Grants +1B to Natural Lore tests made to catch fish.
  • Flint and Tinder: Starts an ordinary fire in one minute without a Natural Lore test under normal conditions.
  • Lock Picks: Grant +1B to Mechanisms tests made to open locks.
  • Hammer, Mining Pick, or Spade: As a weapon, treat it as a club at -1P. A hammer or mining pick may strike hard objects without being ruined automatically.
  • Scythe: As a weapon, treat it as a polearm at -1P.

Light and fuel

  • A candle burns for one hour, lights a 1-metre radius, and goes out in more than a slight breeze.
  • A lantern burns for two hours on one flask of oil and lights a 3-metre radius.
  • Spilled and ignited lamp oil sustains a small fire for one minute.
  • A torch burns for one hour and lights a 3-metre radius. As a weapon, attack as with a club at -1P, but deal 1D4 fire damage instead of normal club damage. Only an attack fumble extinguishes it.

Transport, Food, and Lodging

Common animals, vehicles, fares, meals, and lodging use the listed baseline city prices.

These are baseline prices in a settled market. Training, scarcity, pedigree, danger, and local custom may change them.

Animals and transport

Animal, vehicle, or service Cost
Bison 200 SP
Bull 250 SP
Cart 75 SP
Cat 2 SP
Chariot 600 SP
Cow 150 SP
Dog, domestic 2 SP
Dog, hunting 25 SP
Fowl 1 SP
Goat 50 SP
Hawk 400 SP
Horse, draft 400 SP
Horse, riding 350 SP
Horse, combat-trained 500 SP
Mule 125 SP
Ox 200 SP
Pig 50 SP
Saddle and bridle 75 SP
Sheep 30 SP
Post-horse travel 2 SP per kilometre
Ship travel 1 SP per kilometre
Wagon travel 5 SP per kilometre
Wagon 300 SP

Food and lodging

Item Cost
Lodging, poor 2 CP
Lodging, average 1 SP
Lodging, superior 5 SP
Food and drink, poor, one day 1 CP
Food and drink, average, one day 5 CP
Food and drink, superior, one day 2 SP
Trail rations, one day 5 CP