CORE RULES ~ CHAPTER IX
IX. Equipment
This chapter presents the equipment in terms of weapons, armors, shields and magic items. Further inventory is detailed within the setting.
IX.1. Weapons
The following paragraph lists the weapons of the game; the list is not exhaustive and further type of weapons can be derived in addition to those presented here. The weapons are described as follows:
Group: the group of weapons to which the weapon belongs; this is needed to link the weapon itself to the relative ES (i.e. axes means that the character will use the ES Combat art with axes for that weapon).
Level: a score from 1 to 4 of the weapon useful to perform any check in combat; the higher the score is, the more powerful is the weapon in terms of damage and the more difficult to hit a target is.
Type: the weapon can be for melee or ranged attacks; some weapons can also be used in both circumstances but the information here is for the main use.
Ranges: for ranged weapons only; here are reported the effective ranges for short/mid/long ranges of the weapon; the maximum range can be calculated by multiplying the longest effective range by 3.
Hands: number of hands needed to wield and use the weapon.
Weight & Size: weight and length of the weapon.
Damage: overall type of wound produced by the weapon.
Description: short description of the weapon.
Bastard sword
Type of weapon / damage: melee / cut
Group: heavy blades
Level: 3
Hands: 2
Weight / Size: 2,0kg / 110cm
Ranges: n/a
Description: a sword with a blade slightly longer than the long sword and an handle designed for 2-hand grip.
Battle axe
Type of weapon / damage: melee / cut
Group: axes
Level: 4
Hands: 2
Weight / Size: 2,5kg / 100cm
Ranges: n/a
Description: a large axe, usually double axe, with a long shaft.
Blackjack
Type of weapon / damage: melee / impact (special, see description)
Group: vile weapons
Level: 1
Hands: 1
Weight / Size: 0,5kg / 20cm
Ranges: n/a
Description: a short handle with either a leather pouch filled with sturdy material or a wooden end. This weapon doesn’t injure like other weapons; a blow suffered by an unaware target corresponds to a turn of loss of consciousness (otherwise the rules on stun apply, see VI.3). After the first turn, the rules on stunned state are applied (see VIII.4).
Dagger
Type of weapon / damage: melee / cut
Group: daggers
Level: 1
Hands: 1
Weight / Size: 0,5kg / 30cm
Ranges: n/a
Description: a blade usually small enough to be hold without being noticed too much.
Flail
Type of weapon / damage: melee / impact
Group: blunt weapons
Level: 4
Hands: 2
Weight / Size: 2,5kg / 160cm
Ranges: n/a
Description: a wooden shaft of about 120 cm which has a large chain of about 40 cm at one end and a weight at its end; otherwise it may have a jointed metal rod or several lighter chains at its end.
Garotte
Type of weapon / damage: melee / impact (special, see description)
Group: vile weapon
Level: 1
Hands: 2
Weight / Size: 0,0kg / 50cm
Ranges: n/a
Description: a sturdy but thin wire with knobs at its ends; the wire can also be metallic. This weapon does not do damage like other weapons; after the first successful hit, the attacker can prolong the attack in the following turns: this implies that the attacker confirms his first ARC without further checks and the targets needs to counter it in any way with a new ARC every following turn. For every confirmed attack in the following turns, the target will suffer the same amount of damage of the first turn.
Greatsword
Type of weapon / damage: melee / cut
Group: heavy blades
Level: 4
Hands: 2
Weight / Size: 3kg / 130cm
Ranges: n/a
Description: a sword with a long handle and extended blade.
Hand axe
Type of weapon / damage: axes / cut
Group: melee
Level: 2
Hands: 1
Weight / Size: 1,5kg / 60cm
Ranges: n/a
Description: an axe that is usually used for chopping wood or cutting down trees.
Heavy crossbow
Type of weapon / damage: ranged / pierce
Group: crossbows
Level: 4
Hands: 2
Weight / Size: 7,5kg / 80cm
Ranges: 0-20m short, 20-40m mid, 40-60m long
Description: a ranged weapon using an elastic launching device consisting of a bow-like assembly, mounted horizontally on a main frame. It needs a small winch called a cranequin or a tool for loading (weight of 1,5kg not included in the weight of the weapon). This weapon uses quarrels as projectiles. For the number of actions, loading this weapon is considered as 1 action.
Light crossbow
Type of weapon / damage: ranged / pierce
Group: crossbows
Level: 2
Hands: 2
Weight / Size: 3,5kg / 60cm
Ranges: 0-15m short, 15-30m mid, 30-45m long
Description: same shape of the heavy crossbow but smaller and more manageable at the expense of propulsion power. The loading process doesn’t need of any tool (a hook or a bar can help but it doesn’t affect the game mechanics). This weapon uses quarrels as projectiles.
Long bow
Type of weapon / damage: ranged / pierce
Group: bows
Level: 3
Hands: 2
Weight / Size: 1,0kg / 180cm
Ranges: 0-30m short, 30-60m mid, 60-90m long
Description: a bow usually as tall as the archer (if not more) granting a good propulsion power. This weapon uses arrows as projectiles.
Long sword
Type of weapon / damage: melee / cut
Group: heavy blades
Level: 3
Hands: 1
Weight / Size: 1,5kg / 100cm
Ranges: n/a
Description: a sword with 1-hand handle and a long blade.
Mace
Type of weapon / damage: melee / impact
Group: blunt weapons
Level: 2
Hands: 1
Weight / Size: 2,0kg / 70cm
Ranges: n/a
Description: a wooden handle at the end of which a blunt metal part is placed.
Morningstar
Type of weapon / damage: melee / impact
Group: blunt weapons
Level: 3
Hands: 1
Weight / Size: 2,0kg / 90cm
Ranges: n/a
Description: similar to the mace but it ends with a chain on which is attached a spiked ball. There is also a version without chain (a mace with spikes), for this weapon refer to the mace.
Pike
Type of weapon / damage: melee / cut
Group: polearms
Level: 4
Hands: 2
Weight / Size: 3,0kg / 220cm
Ranges: n/a
Description: a pole with a blade at its end; the shape of the blade can be different according to the culture and have different names (halberd, voulge, guisarme, and so forth); in general this weapon encompasses all types of weapons with similar features.
Pitchfork
Type of weapon / damage: melee / pierce
Group: unconventional weapons
Level: 2
Hands: 2
Weight / Size: 2,0kg / 180cm
Ranges: n/a
Description: an agricultural tool with a long handle and two to five tines used to lift and pitch material, such as hay, straw and so forth.
Rapier
Type of weapon / damage: melee / pierce
Group: light blades
Level: 2
Hands: 1
Weight / Size: 1,0kg / 90cm
Ranges: n/a
Description: type of sword with a slender and sharply-pointed blade.
Scythe
Type of weapon / damage: melee / cut
Group: unconventional weapons
Level: 3
Hands: 2
Weight / Size: 2,5kg / 180cm
Ranges: n/a
Description: shaft made of wood, one or two handles on it and a long perpendicular blade at its end.
Short bow
Type of weapon / damage: ranged / pierce
Group: bows
Level: 2
Hands: 2
Weight / Size: 0,5kg / 120cm
Ranges: 0-25m short, 25-50m mid, 50-75m long
Description: similar to the long bow but with reduced dimensions and propulsion power. This weapon uses arrows as projectiles.
Short sword
Type of weapon / damage: melee / cut
Group: light blades
Level: 2
Hands: 1
Weight / Size: 1,0kg / 60cm
Ranges: n/a
Description: sword with the same shape of the long sword but with a reduced blade.
Sling
Type of weapon / damage: ranged / impact
Group: thrown weapons
Level: 1
Hands: 1
Weight / Size: 0,0kg / 80cm
Ranges: 0-20m short, 20-40 mid, 40-60 long
Description: projectile weapon which has a small cradle or pouch in the middle of two cords. This weapon uses bullets (or plain stones) as projectiles.
Spear
Type of weapon / damage: melee / pierce
Group: polearms
Level: 3
Hands: 2
Weight / Size: 2,0kg / 180cm
Ranges: n/a
Description: pole weapon consisting of a wooden shaft ending with a pointed head.
Staff
Type of weapon / damage: melee / impact
Group: unconventional weapons
Level: 1
Hands: 2
Weight / Size: 1,5kg / 180cm
Ranges: n/a
Description: a plain wooden pole.
Stiletto
Type of weapon / damage: melee / pierce
Group: daggers
Level: 1
Hands: 1
Weight / Size: 0,5kg / 30cm
Ranges: n/a
Description: dagger with a long slender blade and needle-like point.
Throwing knife
Type of weapon / damage: ranged / cut
Group: thrown weapons
Level: 1
Hands: 1
Weight / Size: 0,5kg / 20cm
Ranges: 0-5m short, 5-10m mid, 10-15 long
Description: dagger blade without a handle with a counterweight in its place.
Throwing spear
Type of weapon / damage: ranged / pierce
Group: thrown weapons
Level: 3
Hands: 1
Weight / Size: 1,0kg / 160cm
Ranges: 0-5m short, 5-10 mid, 10-15 long
Description: weapon with a shape similar to the spear but smaller and lighter than it.
War hammer
Type of weapon / damage: melee / impact
Group: blunt weapons
Level: 3
Hands: 1
Weight / Size: 3,0kg / 80cm
Ranges: n/a
Description: a wooden shaft with a massive block of metal at its end.
Whip
Type of weapon / damage: melee / impact
Group: vile weapons
Level: 1
Hands: 1
Weight / Size: 1,0kg / 250cm
Ranges: n/a
Description: a flexible line made of leather strings requiring a specialized swing.
IX.2. Armors
The current paragraph shows the types of armors without detailing them in terms of features, shape and materials. It is enough to provide a broad definition of the six types of armors so that the game mechanics can be applied leaving the GM to define their names and features. The description is for two kind of armors for each type: the corsage protects only the trunk (leaving arms, legs and head unprotected); the full armor grants protection also to arms, legs and head.
Leather armor: corsage level ½ (in this case, the GM rolls a die: if the result is even, for that event the level is 1, with an odd result, 0), full level 1; built in leather thick approx. 0,5 cm. Weight: from 6kg (corsage) up to 10 kg (full armor).
Splint armor: corsage level 1; full level 2; a leather armor is used as a base where some small metallic items are applied on (or beneath). Weight: from 8kg (corsage) up to 15kg (full armor).
Chainmail armor: corsage level 1; full level 2; armor built with small metal rings linked together in a pattern to form a mesh. Weight: from 13kg (corsage) up to 20kg (full armor).
Scale armor: corsage level 2; full level 3; armor made of many individual small metallic scales of various shapes attached to each other and to a backing of cloth; it is also called lamellar armor. Weight: from 10kg (corsage) up to 18kg (full armor).
Laminar armor: corsage level 2; full level 3; an armor made from horizontal rows or bands of solid armor plates called lames. Weight: from 13kg (corsage) up to 20kg (full armor)
Plate armor: corsage level 3; full level 4; armor consisting of metal sheets modeled in order to adhere to the part of the body that must be covered. Weight: from 16kg (corsage) up to 25kg (full armor).
IX.3. Shields
The current paragraph explains what types of shields are available in the game without detailing them in terms of features, shape and materials. It is enough to provide with a broad definition of the four types of shields so that the game mechanics can be applied and leaving the GM to define the names and the details.
Small shield: level 1; this is a small sized shield, usually used to protect only a portion of the arm and/or the trunk. An example is the buckler. Weight: 2-3kg (dependent on the material).
Medium shield: level 2; this is likely the most common shield, large enough to protect almost the whole trunk but not sufficient to cover both trunk, arms and head. An example of medium shield is the round Viking shield. Weight: 4-7kg (according to the material).
Large shield: level 3; this shield covers the majority of the body of the wearer, being either higher or wider than the medium shield. An example is the Norman shield with an almond shape. Weight: 7-12kg (according to the material).
Tower shield: level 4; this shield is built with the only purpose of granting a full coverage to the wearer against ranged attacks. In case the wearer decides a full defense, he gets a 100% with the constraint of not being able to perform any action which implies attack (i.e. he needs to stand still behind the shield). Should the wearer want to carry out any non-combat action, he suffers of a malus of -1 for any ARC. This modifier should be included in the ‘Other adjustments’ of the ARC (see Bonus and malus application). Weight: 20-30kg (according to the material).
IX.4. Magic items
An item may have a magical power and, in that case, must comply to the following rules. These rules don’t apply to artifacts which are proper to the setting and are not described in this paragraph.
A magic item has a ‘base power’ which can be used by any character with no restrictions. A magic item can have further additional powers up to 3.
The level of power of a magic item is the number of powers of the item, therefore from 1 up to 4 as in the following table:
A character can use the power of a magic item only if he has reached the minimum level required to unlock that level of power.
Here below a non-exhaustive list of powers with the applicable items. The magic powers are applicable to weapons (W), shields (S), armors (A), any other object (O) as reported in the last column of the table. The powers stack with the related lower ones:
Hereby a description of the magic powers listed in the above table:
+1 ARC: bonus as “other adj.” in the ACR; +1 damage: bonus to be added on top at the damage calculation.
Min.SOM=2: it is not possible to reach a score of 1 (panicked); +1 SOM: bonus applied to the SOM as long as the item is equipped.
Movement freedom: no negative modifiers on MOV affect the wielder; +1 MOV: bonus when the item is equipped.
No ½ attack: wielding the magic item the minimum number of actions per turn is 1; +1 attack: additional action per turn.
Free Lore for counterspell: the use of ES Lore to detect the spell to counter is a free action; -1 casting time: reduction in turns for casting.
Unbreakable: the item can’t be damaged; -1 level: reduction of the item level to be applied to the attack/defense action and not to damage.
Lore SS: roll 1d6, this is the score in Lore SS of the wielder; SS words +6 points): the GM defines 2 SS words (element + principle), the wielder can cast a spell with these words whose scores is 3/3; if the wielder already knows the words, he will benefit a +3 bonus on them.
Lore CC: as for Lore SS with the prerequisite of Path alignment between wielder and item; CC knowledge 1-4/5-7/8-10: the GM defines a CC, the wielder is granted knowledge according to item level.
Light: the item produces a light; Heat: the item heats up to incandescence; Flame: the item produces flames on it; Explosion: the item produces an explosion upon contact without being damaged. The GM defines radius (light), effects (heat) damages (flame and explosion).
Dark: the item produces darkness; Freeze: the object cools down to freeze; Ice: the item is wrapped by ice and cold; Shatter: the item freezes upon contact any surface which then shatters. The GM defines radius (darkness), effects (freeze) and damages (ice and shatter).
Evoke/dismiss: the item appears or disappears in the hands of the wielder at command; Shrink: the item reduces its size up to half of the original; Enlarge: the item grows in size up to the double of the original; Double: the item duplicates itself.
ES knowledge: the wielder has 1 point in a selected ES; +1 ES: the wielder gains 1 point in that ES; +3 ES: the wielder gains 3 points.
Identify same Path: the user can see who has the same Path in a certain range; Id. misaligned Path: the user can see who has the opposite Path; Protect misal.Path: the user cannot be touched/ attacked by anyone with the opposite Path; Repel misal.Path: anyone with the opposite Path cannot enter within a certain range from the wielder.
Unbreakable vs weap.damage: the item cannot be damaged against one weapon type of damage (cut, pierce, impact); Reflect 1 vs weap.damage: from the total amount of damage done with that type, 1 point is subtracted from the target and is addressed back to the attacker.
Force missile: the ranged weapon fires force projectiles; Double short/mid/long range: the range is doubled.
+1 bleed next turn: the inflicted damage causes 1 additional point in the following turn; +1 bleed next 2/3 turns: the inflicted damage causes 1 additional point in the following 2 or 3 turns.
Lose next turn: if the target is hit, he cannot act in the following turn; +40% stun: the % of stun is increased by 40%; Stun double duration: the duration of stun (see States of the character) is doubled.
Swap damage (ph.stat): the wielder decides which physical stats are affected by the damage; Damage both ph.stats: the damage affects both BU and CO (and related US); Swap damage (ment.stat): the wielder decides to affect a mental stat with the damage; Damage both ment.stats: the damage affects both IN and EM (and related US).
Recovery rate +1: the recovery rate increases by 1 point.
No surprised: the wielder cannot be surprised; No starving: the wielder doesn’t suffer any damage by starvation/dehydration; No fatigued: the wielder doesn’t suffer any effect of fatigue; No overloaded: the wielder cannot be overloaded.
Any character can equip a number of magic items whose sum of levels is equal or lower to the character's level. Any magic item after this threshold doesn’t work.
The wielder must own the magic item for 24 hours before he can use its powers. The same principle applies in the opposite case: after 24 hours without the magic item, the wielder is not able to use its powers anymore.
The presence of a ‘disadvantage’ lowers by 1 point the level of the magic item. The same works when the magic item has a ‘purpose’ (i.e. a specific reason the item serves). While the purpose of a magic item is derived from the setting (a purpose like ‘shadow elves slayer’ doesn’t make sense if that race is not present within the setting), a non-comprehensive list of disadvantages is the following:
Once the GM has determined the magic item (either with an own rule or with a decision), the item has the base power (level 1). To complete its definition the GM has to:
Roll 30% or less (1-6 on 1d20) to add a first additional power. If successful, the GM can decide to roll 70% or more (15-20 on 1d20) for either a disadvantage or a purpose.
Roll 20% or less (1-4 on 1d20) if the item has the first additional power to add a second additional power. If the item has the first additional power and neither disadvantage nor purpose, the GM can decide to roll 80% or more (17-20 on 1d20) for either a disadvantage or a purpose.
Roll 10% or less (1-2 on 1d20) if the item has the second additional power for the third additional power. If the item has the second additional power and neither disadvantage nor purpose, the GM can decide to roll 90% or more (19-20 on 1d20) for either a disadvantage or a purpose.
The GM can look-up in the non-exhaustive tables of powers and disadvantages to define the magic item with 2d20 rolls or build a new set of powers or disadvantage.