HACKSSENTIAL RULES ~ CHAPTER IX

Back to Table of Contents

IX. Equipment

IX.1 Weapons

The following list of weapons is not exhaustive and further types can be derived in addition to those presented here. Description is as follows:

  • Group & Level: the skill needed to wield the weapon and a score from 1 to 4 used to perform checks (see Melee – the higher the score, the more powerful the damage and the more difficult to hit).

  • Type: either melee or ranged weapon as well as how many hands are required to wield the weapon.

  • Damage: type of wound produced by the weapon.

  • Range: the effective ranges for short/mid/long ranges of the (ranged) weapon; the maximum range is the effective range multiplied by 3.

  • Weight & Size: weight and length of the weapon.

  • Description: short description of the weapon.

Bastard sword (Heavy Blade, Lev.3)

  • Type: 2-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 2,0kg / 110cm

  • Description: a sword with reach and a handle designed for 2-handed grip.

Battle axe (Axe, Lev.4)

  • Type: 2-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 2,5kg / 100cm

  • Description: a large axe, usually double headed, with a long shaft.

Blackjack (Vile weapon, Lev.1)

  • Type: 1-hand melee

  • Damage: Impact (special)

  • Range: n/a

  • Weight / Size: 0,5kg / 20cm

  • Description: a short handle with either a leather pouch filled with sturdy material or a wooden end. The rules on stun apply to any blow (see Combat actions). This weapon is not qualified for defense.

Dagger (Dagger, Lev.1)

  • Type: 1-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 0,5kg / 30cm

  • Description: a blade usually small enough to be concealed.

Flail (Blunt weapon, Lev.4)

  • Type: 2-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 2,5kg / 160cm

  • Description: a long wooden shaft which has a large chain and a weight at its end; otherwise, it may have a jointed metal rod or several lighter chains.

Garotte (Vile weapon, Lev.1)

  • Type: 1-hand melee

  • Damage: Impact (special)

  • Range: n/a

  • Weight / Size: 0,0kg / 50cm

  • Description: a sturdy but thin wire with knobs at its ends. It is used to strangle the target: after the first successful hit, the attacker can prolong the attack with no further checks (the first ARC is kept): if the target succeeds with a new ARC, the attack is interrupted , otherwise every turn the damage is calculated. This weapon is a NI and not qualified for defense.

Greatsword (Heavy blade, Lev.4)

  • Type: 2-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 3kg / 130cm

  • Description: a sword with a long handle and extended blade.

Hand axe (Axe, Lev.2)

  • Type: 1-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 1,5kg / 60cm

  • Description: an axe used for chopping wood or cutting down trees.

Heavy crossbow (Crossbow, Lev.4)

  • Type: 2-hand ranged

  • Damage: Pierce

  • Range: 25m/50m/75m

  • Weight / Size: 7,5kg / 80cm

  • Description: it uses quarrels as projectiles and it needs a loading tool (1,5kg not included above). Loading takes 1 action. This weapon is qualified for defense, but on a successful defense, the weapon breaks.

Light crossbow (Crossbow, Lev.2)

  • Type: 2-hand ranged

  • Damage: Pierce

  • Range: 15m/30m/45m

  • Weight / Size: 3,5kg / 60cm

  • Description: similar but smaller and more manageable at the expense of propulsion power than heavy crossbow. The loading needs no tool. It is qualified for defense, but on a successful defense, the weapon breaks.

Long bow (Bow, Lev.3)

  • Type: 2-hand ranged

  • Damage: Pierce

  • Range: 30m/60m/90m

  • Weight / Size: 1,0kg / 160cm

  • Description: it grants good propulsion power; it uses arrows as projectiles.

Long sword (Heavy blade, Lev.3)

  • Type: 1-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 1,5kg / 100cm

  • Description: a sword with a 1-hand handle and a long blade.

Mace (Blunt weapon, Lev.2)

  • Type: 1-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 2,0kg / 70cm

  • Description: a wooden handle with a blunt metal part placed at its end.

Morningstar (Blunt weapon, Lev.3)

  • Type: 1-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 2,0kg / 90cm

  • Description: similar to a mace, it has a chain with a metal ball, usually spiked at its end.

Pike (Polearm, Lev.4)

  • Type: 2-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 3,0kg / 220cm

  • Description: a pole with a blade at its end which has a proper shape and name (i.e. halberd, voulge, this weapon encompasses all types of weapons).

Pitchfork (Unconventional weapon, Lev.2)

  • Type: 2-hand melee

  • Damage: Pierce

  • Range: n/a

  • Weight / Size: 2,0kg / 180cm

  • Description: an agricultural tool with a long handle and two to five tines used to lift and pitch hay or straw.

Rapier (Light blade, Lev.2)

  • Type: 1-hand melee

  • Damage: Pierce

  • Range: n/a

  • Weight / Size: 1,0kg / 90cm

  • Description: type of sword with a slender and sharply-pointed blade.

Scythe (Unconventional weapon, Lev.3)

  • Type: 2-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 2,5kg / 180cm

  • Description: wooden shaft with handles on it and a long blade at its end.

Short bow (Bow, Lev.2)

  • Type: 2-hand ranged

  • Damage: Pierce

  • Range: 20m/40m/60m

  • Weight / Size: 0,5kg / 120cm

  • Description: it has reduced size and propulsion power than long bow, it uses arrows as projectiles.

Short sword (Light blade, Lev.2)

  • Type: 1-hand melee

  • Damage: Cut

  • Range: n/a

  • Weight / Size: 1,0kg / 60cm

  • Description: similar to the long sword but with a reduced blade.

Sling (Thrown weapon, Lev.1)

  • Type: 1-hand ranged

  • Damage: Impact

  • Range: 20m/40m/60m

  • Weight / Size: 0,0kg / 80cm

  • Description: projectile weapon which uses bullets (or stones) as projectiles. It is considered a NI and it is not qualified for defense.

Spear (Polearm, Lev.3)

  • Type: 2-hand melee

  • Damage: Pierce

  • Range: n/a

  • Weight / Size: 2,0kg / 180cm

  • Description: a wooden shaft ending with a pointed head.

Staff (Unconventional weapon, Lev.1)

  • Type: 2-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 1,5kg / 180cm

  • Description: a plain wooden pole.

Stiletto (Dagger, Lev.1)

  • Type: 1-hand melee

  • Damage: Pierce

  • Range: n/a

  • Weight / Size: 0,5kg / 30cm

  • Description: dagger with a long slender blade and needle-like point.

Throwing knife (Thrown weapon, Lev.1)

  • Type: 1-hand ranged

  • Damage: Cut

  • Range: 5m/10m/15m

  • Weight / Size: 0,5kg / 20cm

  • Description: a blade with a counterweight instead of the handle, it is not qualified for defense.

Throwing spear (Thrown weapon, Lev.3)

  • Type: 1-hand ranged

  • Damage: Pierce

  • Range: 5m/10m/15m

  • Weight / Size: 1,0kg / 160cm

  • Description: similar but smaller and lighter than a spear. This weapon is qualified for defense, but on a successful defense, the weapon breaks.

War hammer (Blunt weapon, Lev.3)

  • Type: 1-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 3,0kg / 80cm

  • Description: a wooden shaft with a massive block of metal at its end.

Whip (Vile weapon, Lev.1)

  • Type: 1-hand melee

  • Damage: Impact

  • Range: n/a

  • Weight / Size: 1,0kg / 250cm

  • Description: a flexible line made of leather. It is not qualified for defense.

IX.2 Armors

The armors are presented without details in terms of features, shape and materials. A broad definition of the six types of armors is provided so that the game mechanics can be applied, leaving the GM to define them according to the setting. The description is about 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 (roll a die: if the result is even, for that event the level is 1, or 0 if odd), 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 individual small metallic scales of various shapes attached to each other and to a backing of cloth. Weight: from 10kg (corsage) up to 18kg (full armor).

  • Laminar armor: corsage level 2; full level 3; 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 types of shields are presented without detailing them in terms of features, shape and materials. A broad definition of the four types of shields is provided so that the game mechanics can be applied and leaving the GM to define the names and the details according to the setting.

  • Small shield: level 1; a small sized shield, usually used to protect only a portion of the arm and/or the trunk, like the buckler. Weight: 2-3kg.

  • Medium shield: level 2; large to cover the trunk but not enough for arms and head, like the round Viking shield. Weight: 4-7kg.

  • Large shield: level 3; it covers the majority of the body of the wearer, like the Norman shield with an almond shape. Weight: 7-12kg.

  • Tower shield: level 4; this shield grants a full coverage to the wearer. In case the wearer decides a full defense, he gets a 100% coverage with the constraint of not being able to perform any attack. Any non-combat action carried out in full defense has a malus of -1. Weight: 20-30kg.

IX.4 Magic Items

A magic item has a ‘base power’ which can be used by any character. A magic item can have further additional powers up to 3. 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.

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:

Here below a non-exhaustive list of powers. The magic powers are applicable to weapons (W), shields (S), armors (A), any other object (O) as defined in the last column of the table. Powers stack with the lower ones:

Hereby a description of the magic powers listed in the above table:

  1. +1 ARC: bonus as “other adj.” in the ARC; +1 damage: bonus to be added on top at the damage calculation.

  2. Min.SOM=2: it is not possible to reach a score of 1 (panicked); +1 SOM: bonus applied to the SOM while the item is equipped.

  3. Movement freedom: no negative modifiers on MOV affect the wielder; +1 MOV: bonus when the item is equipped.

  4. No ½ attack: wielding the magic item the minimum number of actions per turn is 1; +1 attack: additional action per turn.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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, explosion).

  10. 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, shatter).

  11. 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 up to the double of the original; Double: the item duplicates itself.

  12. 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.

  13. 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.

  14. 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.

  15. Force missile: the ranged weapon fires force projectiles; Double short/mid/long range: the range is doubled.

  16. +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.

  17. 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) is doubled.

  18. 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).

  19. Recovery rate +1: the recovery rate increases by 1 point.

  20. No surprised: the wielder cannot be surprised; No starving: the wielder doesn’t suffer any damage by starvation/dehydration; No burdened: the wielder cannot be burdened; No negative: the wielder cannot be affected by any negative effect.

A character can use a number of magic items whose sum of levels is equal 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.

An item can have features classified as 'negative' that lower the item's magic level. A feature is depletability: the item may have a trigger or a number of uses that render it mundane. Other features, described below are disadvantages or purposes. The mechanics to apply depletability vary based on the negative level as indicated in the table below:

The presence of a ‘disadvantage’ lowers by 1 point the level of the magic item. Here below a non-comprehensive list of disadvantages:

1d20 Disadvantage - Description

  1. Horrifying - Every successful attack generates a -1 SOM.

  2. Consuming - Prolonged effort activates after 2d4 turns of use.

  3. Organic - Damages affect the flesh but do not pass metal.

  4. Blinding - The effect is granted if the user has his eyes closed.

  5. Possessive - The effect is granted only if the user keeps both hands on the item.

  6. Depriving - The user temporary loses one sense to activate the effect.

  7. Slowing - The user gains a malus on MOV after item activation.

  8. Soul blurring - The user is unable to understand a Path after activation.

  9. Dazing - There is a % of being stunned after the item activation.

  10. Leech - The item must be dipped with blood before activation.

  11. Draining - The activation of the item is subject of 1 point of KS/US drain (to be defined by the GM).

  12. Foreigner - The user speaks a different language after activation.

  13. Soul swapping - The user temporary changes the Path into the item Path (if any, otherwise defined by GM).

  14. Silent - The user cannot speak while the effect is active.

  15. Diverting - It is impossible to concentrate after item activation.

  16. Leaking - The user temporarily loses knowledge in an ES (i.e. score halved).

  17. Virtuous - The owner cannot lie while he owns the item.

  18. Hemophiliac - The owner has a fixed rate of recovery of 1 point per day while he owns the item.

  19. Ravenous - The owner has a doubled rate of starvation/ dehydration while he owns the item.

  20. Inattentive - The owner has 33% to be surprised in any encounter while he owns the item.

When the magic item has a ‘purpose’ (i.e. a specific reason the item serves), the level is lowered by 2 (min. level 1) and the item doesn’t work if it is used outside its purpose. The purpose of a magic item is derived from the setting (i.e. ‘shadow elves slayer’ works only if that race is present in the setting).

The guidelines to item creation are based on three steps. Once the GM has determined the magic item (either with an own rule or 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 a depletion risk, 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 a depletion risk, 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 a depletion risk, a disadvantage or a purpose.

The GM can decide upon the circumstances or simply roll (with the same probability) the ‘negative’ feature to be assigned to the item, be it depletion risk, disadvantage or purpose. The GM is free to design the specific purpose of the item as well as any other disadvantage not present in the above list which better suits the situation, the campaign or the setting.

Back to Table of Contents