WEAPONS (and other equipment)
Melee (Any one-handed melee weapon can also be thrown.)
--Small weapon: (d6 dmg, 1 weight, 1 hand, 3 quality)
--Medium weapon. (d8 dmg, 2 weight, 1 hand, 3 quality) (Torches count as Medium weapons when used for melee.)
--Large weapon (d10 dmg, 3 weight, 2 hands, 3 quality)
--Bola (d4 dmg, 2 weight, 1 hand, 3 quality. A hit target must pass an Agile check or their only available combat action is to become untangled.)
--Firestick. Like a torch, but brighter and hotter and lasts less time. (d6 dmg, 2 weight, 1 hand, 3 quality. Can be lit (eg. with tallow) to create light and deal d10 damage. Goes out and loses 1 quality after 1 hour.)
Ranged:
--"Handcaster" category (see list below) (d4 dmg, 1 weight, 1 hand, 3 ammo)
--Heavy Bow (d8 dmg, 3 weight, 2 hands, 3 ammo) or Heavy Spear (d8 dmg, 3 weight)
--Atlatl (0 weight, doubles thrown range of a small javelin or medium spear. Requires a free hand.)
Special Equipment
--Dewskin. This waterfast hide holds enough liquid to hydrate a person for a
day, even in strenuous conditions.
--Ghillie cloak. This thick, shaggy pelt collects all manner of detritus in its
matted fur, making its wearer resemble underbrush and granting advantage on
checks to hide.
--Gourd. This dry, hollow fruit can carry enough liquid to quench a full day’s thirst, even in strenuous conditions.
--Poppyjuice. Drink a full dose and your pain will melt into a thick fog of apathy,
as will any other thoughts of the world. You must immediately take a full night’s
rest, during which time your natural healing rate is doubled.
--Purse. These tiny bags are designed specifically to transport food. Prepared appropriately, a purse of food provides a day’s nourishment.
--Rationing kit. This satchel contains a full dewskin of water, 3 purses of wheat,
crude bowls, and a mealstone. It can feed (but not hydrate) a person for 3 days
before its consumables need to be replenished.
--Rushlight. A burning rushlight will cast a dim, flickering light for 1d6x10
minutes. A character in dire need of light may light a rushlight from both
ends. If they do, it will provide a much stronger light, but its remaining burn time will be halved.
--Splints. Splints are pieces of hardened material such as bone or wood that warriors strap to their bodies for protection. A full set counts as armor (Defense 2, 1 slot, 3 quality).
--Tallow. This flammable rendered fat can serve as a waterproof coating. A single dose can coat one small object and burn for an hour if ignited.
--Venom. A dose of this inflicts d4 damage and can be applied to a weapon or piece
of ammunition. For melee weapons, it wears off after a single successful strike.
--War gear. Be they ghastly jewels, monstrous trophies or something else entirely, these adornments play on people’s most primal fears. While worn, they grant advantage on rolls to
intimidate, and impose disadvantage on morale rolls made by hostile creatures.
--Wax. Certain animals produce waterproof waxes. A single dose can coat a small object and burn for an hour if ignited.
● Quality
If equipment has a ‘quality' score, that score is reduced by 1 each time a character rolls a critical failure to use it. An object with a quality of zero is broken and unusable until repaired.
● Weight encumbrance
The average level 1 character has 7 weight slots (plus or minus their Forceful modifier). Assume every piece of equipment in this document takes up a single slot, unless a different
number is specified. One additional exception is clothing: All sets of clothing weigh 1 weight BUT 0 if one is actually wearing them.
This message was last edited by the GM at 01:14, Sun 29 May 2022.