CHAPTER 8: EQUIPMENT
A character without equipment is a collection of ability scores. Equipment is what makes those scores useful — the armor between a character and a sword, the rope between a character and the pit, the coin between a character and the next day's food.
This chapter covers what things cost, how much they weigh, and what they do. The prices are guidelines. They reflect the average value under normal supply conditions. The GM should adjust freely for scarcity, politics, and the particular economics of any specific settlement. Haggling down or being gouged up are both possible, especially for unusual items.
Currency
Five coins circulate in the Known World. The gold piece is the standard unit for adventurers, and most prices in this chapter are given in gold. The names used here are generic — the GM may rename currencies to fit specific nations or regions.
All coins weigh 0.5 kg per 50 units regardless of metal.
Table 8.1: Exchange Rates
| CP | SP | EP | GP | PP | |
|---|---|---|---|---|---|
| Copper Piece (CP) | 1 | 1/10 | 1/50 | 1/100 | 1/500 |
| Silver Piece (SP) | 10 | 1 | 1/5 | 1/10 | 1/50 |
| Electrum Piece (EP) | 50 | 5 | 1 | 1/5 | 1/10 |
| Gold Piece (GP) | 100 | 10 | 2 | 1 | 1/5 |
| Platinum Piece (PP) | 500 | 50 | 10 | 5 | 1 |
The copper and silver pieces are common currency — the coins that change hands in markets, taverns, and daily trade. The gold piece circulates among merchants, banks, and adventurers. Electrum and platinum are no longer minted; they survive only in old treasure hoards and private collections. Most merchants will accept them, but not without calculating the exchange rate and probably applying a discount for inconvenience.
Metal bars also function as portable wealth. A 500-gram gold bar is worth 50 gp. Objects, land deeds, livestock, and rare goods serve as currency in many transactions where large coin transfers would be impractical.
Starting Money
Starting funds represent accumulated savings, gifts, windfalls, or anything else that fits the character's background. These funds are personal — they cannot be shared or pooled during character creation, even if the characters know each other. Multiclass characters use the most favorable row.
Table 8.2: Starting Money by Class
| Class Group | Starting Funds | Average |
|---|---|---|
| Warrior | 5d4 × 10 gp | 100 gp |
| Wizard | (1d4 + 1) × 10 gp | 30 gp |
| Rogue | 2d6 × 10 gp | 60 gp |
| Priest | 3d6 × 10 gp | 90 gp |
Priests retain only 1d3 gp after purchasing equipment. The rest is donated to their religious institution or church — either before play begins or immediately upon completion of character creation.
Standard Equipment Lists
Prices reflect average availability. Unusual items are annotated with descriptions below their tables.
Table 8.3: Containers and Carrying Capacity
| Item | Capacity | Volume |
|---|---|---|
| Backpack | 25 kg | 3 |
| Basket, large | 10 kg | 2 |
| Basket, small | 5 kg | 1 |
| Belt pouch, large | 4 kg | 6 |
| Belt pouch, small | 2.5 kg | 4 |
| Chest, large | 50 kg | 3 |
| Chest, small | 20 kg | 2 |
| Sack, extra-large | 40 kg | 4 |
| Sack, large | 15 kg | 2 |
| Sack, small | 7.5 kg | 1 |
| Sack, tiny | 2 kg | 6 |
| Saddle bags, large | 15 kg | 18 |
| Saddle bags, small | 10 kg | 1 |
Table 8.4: Clothing
| Item | Cost |
|---|---|
| Belt | 3 sp |
| Boots, riding | 3 gp |
| Boots, soft | 1 gp |
| Breeches | 2 gp |
| Cap or hat | 1 sp |
| Cloak, good cloth | 8 sp |
| Cloak, common fur | 50 gp |
| Girdle | 3 gp |
| Gloves | 1 gp |
| Gown, common | 12 sp |
| Hose | 2 gp |
| Mittens | 3 sp |
| Robe, common | 9 sp |
| Robe, embroidered | 20 gp |
| Sandals | 5 cp |
| Shoes | 1 gp |
| Silk jacket | 80 gp |
| Surcoat | 6 sp |
| Sword scabbard, hanger, baldric | 4 gp |
| Tunic | 8 sp |
| Vest | 6 sp |
Table 8.5: Miscellaneous Equipment
| Item | Cost | Weight |
|---|---|---|
| Backpack | 2 gp | 1 kg |
| Barrel, small | 2 gp | 15 kg |
| Bell | 1 gp | — |
| Belt pouch, large | 1 gp | 0.5 kg |
| Belt pouch, small | 7 sp | 250 g |
| Block and tackle | 5 gp | 2.5 kg |
| Bolt case | 1 gp | 0.5 kg |
| Bucket | 5 sp | 1.5 kg |
| Chain, heavy (per 30 cm) | 4 gp | 1.5 kg |
| Chain, light (per 30 cm) | 3 gp | 0.5 kg |
| Chest, large | 2 gp | 12.5 kg |
| Chest, small | 1 gp | 5 kg |
| Candle, tallow | 1 cp | 50 g |
| Candle, wax | 1 sp | 50 g |
| Chalk | 1 cp | 50 g |
| Crampons | 4 gp | 1 kg |
| Component pouch | 15 gp | 1 kg |
| Fishhook | 1 sp | — |
| Fishing net, 3 m square | 4 gp | 2.5 kg |
| Flint and steel | 5 sp | 50 g |
| Glass bottle | 10 gp | 50 g |
| Grappling hook | 8 sp | 2 kg |
| Holy item | 25 gp | 50 g |
| Hourglass | 25 gp | 0.5 kg |
| Iron pot | 5 sp | 1 kg |
| Ladder, 3 m | 5 cp | 10 kg |
| Lantern, beacon | 150 gp | 25 kg |
| Lantern, bull's-eye | 12 gp | 1.5 kg |
| Lantern, hooded | 7 gp | 1 kg |
| Lock, good | 100 gp | 0.5 kg |
| Lock, poor | 20 gp | 0.5 kg |
| Magnifying glass | 100 gp | 50 g |
| Map or scroll case | 8 sp | 250 g |
| Merchant's scale | 2 gp | 0.5 kg |
| Mirror, small metal | 10 gp | 50 g |
| Musical instrument | 5–100 gp | 250 g |
| Oil, Greek fire (per flask) | 10 gp | 1 kg |
| Oil, lamp (per flask) | 6 cp | 0.5 kg |
| Paper (per sheet) | 2 gp | — |
| Parchment (per sheet) | 1 gp | — |
| Perfume (per vial) | 5 gp | 50 g |
| Piton | 3 cp | 250 g |
| Quiver | 8 sp | 0.5 kg |
| Rope, hemp (per 15 m) | 1 gp | 10 kg |
| Rope, silk (per 15 m) | 10 gp | 4 kg |
| Sealing wax (per 500 g) | 1 gp | 0.5 kg |
| Sewing needle | 5 sp | — |
| Signal whistle | 8 sp | 50 g |
| Signet ring or personal seal | 5 gp | 50 g |
| Soap (per 500 g) | 5 sp | 0.5 kg |
| Spyglass | 1,000 gp | 0.5 kg |
| Tent, large | 25 gp | 10 kg |
| Tent, pavilion | 100 gp | 25 kg |
| Tent, small | 5 gp | 5 kg |
| Thieves' picks | 30 gp | 0.5 kg |
| Torch | 1 cp | 0.5 kg |
| Whetstone | 2 cp | 0.5 kg |
| Wineskin | 8 sp | 0.5 kg |
| Winter blanket | 5 sp | 1.5 kg |
| Writing ink (per vial) | 8 gp | 50 g |
Holy Items. Religious symbols, blessed water, sacred scripture, and other items sanctified by a faith. Holy items are powerless without priestly blessing through a formal ceremony. Most cannot be purchased outright — they must be requisitioned through the appropriate religious institution. Non-faithful may obtain them only when need is pressing, and the institution reserves the right to decline.
Lanterns. Hooded lanterns project light in a 9-metre radius and include a shutter to dim the light. Bull's-eye lanterns project a 20-metre cone 6 metres wide from a single shutter. Beacon lanterns project a 70-metre cone 30 metres wide and are mounted to buildings, ships, or wagons rather than carried. Hooded and bull's-eye lanterns burn one flask of oil every 6 hours. Beacon lanterns burn a flask every 2 hours.
Locks. Quality determines the difficulty for a Thief attempting to open them.
Table 8.6: Lock Quality
| Quality | Modification to Open Locks |
|---|---|
| Wretched | +30% |
| Poor | +15% |
| Good | 0% |
| Excellent | −15% |
| Superior | −30% |
| Masterful | −45% |
Thieves' Picks. A professional collection of metal rods, picks, a clamp, wedge, hammer, and a small saw. Required to pick locks and remove traps without penalty.
Table 8.7: Provisions
| Item | Cost |
|---|---|
| Ale (per gallon) | 2 sp |
| Banquet (per person) | 10 gp |
| Bread | 5 cp |
| Cheese | 4 sp |
| Common wine (pitcher) | 2 sp |
| Dry rations (per week) | 10 gp |
| Eggs or fresh vegetables | 1 cp |
| Honey | 5 sp |
| Inn lodging, common (per day/week) | 5 sp / 3 gp |
| Inn lodging, poor (per day/week) | 5 cp / 2 sp |
| Meals, good (per day) | 5 sp |
| Meals, common (per day) | 3 sp |
| Meals, poor (per day) | 1 sp |
| Meat, one meal | 1 sp |
| Small beer (per gallon) | 5 cp |
| Soup | 5 cp |
Table 8.8: Living Conditions
| Lifestyle | Cost per Month |
|---|---|
| Squalid | 3 gp |
| Poor | 5 gp |
| Middle-class | 50 gp per level |
| Wealthy | 200 gp per level |
Table 8.9: Services
| Service | Cost |
|---|---|
| Bath | 3 cp |
| Clerk (per letter) | 2 sp |
| Doctor, leech, or bleeding | 3 gp |
| Guide, city (per day) | 2 sp |
| Lantern or torchbearer (per night) | 1 sp |
| Laundry (per load) | 1 cp |
| Messenger, city (per message) | 1 sp |
| Minstrel (per performance) | 3 gp |
| Mourner (per funeral) | 2 sp |
| Teamster with wagon | 1 sp per 1.5 km |
Animals and Mounts
Animals listed here are domestic and trained — livestock, mounts, and working animals. Dangerous animals that the GM may pit against a party (wolves, bears, hunting cats, warhounds turned hostile) have full entries in Book III.
Table 8.10: Animals
| Animal | Cost |
|---|---|
| Boar | 10 gp |
| Bull | 20 gp |
| Camel | 50 gp |
| Cow | 10 gp |
| Dog, guard | 25 gp |
| Dog, hunting | 17 gp |
| Dog, war | 20 gp |
| Donkey, mule, or ass | 8 gp |
| Elephant, labor | 200 gp |
| Elephant, war | 500 gp |
| Falcon, trained | 1,000 gp |
| Goat | 1 gp |
| Horse, draft | 200 gp |
| Horse, heavy war | 400 gp |
| Horse, light war | 150 gp |
| Horse, medium war | 225 gp |
| Horse, riding | 75 gp |
| Hunting cat (jaguar, panther) | 5,000 gp |
| Messenger pigeon | 100 gp |
| Ox | 15 gp |
| Pig | 3 gp |
| Pony | 30 gp |
| Ram | 4 gp |
| Sheep | 2 gp |
Table 8.11: Horse Quality Modifiers
| Quality | Movement | Carrying Capacity | Cost |
|---|---|---|---|
| Nag | ×0.50 | ×0.75 | −50% |
| Broken-down | ×0.75 | ×0.50 | −25% |
| Average | — | — | — |
| High-spirited | ×1.33 | ×1.25 | +33% |
| Charger | ×1.50 | ×1.33 | +50% |
Horses require adequate forage or quality grain daily, plus water. Heavy warhorses cannot survive on grazing alone. Saddles and packs must be removed at night, and horses must be tethered to prevent wandering.
Ponies, donkeys, and mules are hardier. They survive on grass and forage, don't need tethering, and can travel through rugged terrain at one less their normal movement rate. They gain +2 on Fortitude saves when double-moving.
Camels come in two varieties: Dromedary (sandy desert) and Bactrian (rocky desert). Each reduces movement penalties in their respective terrain by 1. Camels require water every four days and must be tethered.
Elephants require dense vegetation for adequate feeding. In sparse terrain they spend most of the day eating and can only move at one-quarter normal rate. They cannot navigate steep declines without a Fortitude save against falling.
Table 8.12: Tack and Harness
| Item | Cost | Weight |
|---|---|---|
| Barding, chain | 500 gp | 35 kg |
| Barding, full plate | 2,000 gp | 42.5 kg |
| Barding, full scale | 1,000 gp | 37.5 kg |
| Barding, half brigandine | 500 gp | 22.5 kg |
| Barding, half padded | 100 gp | 12.5 kg |
| Barding, leather or padded | 150 gp | 30 kg |
| Bit and bridle | 15 sp | 1.5 kg |
| Halter | 5 cp | 50 g |
| Horseshoes and shoeing | 1 gp | 5 kg |
| Saddle, pack | 5 gp | 7.5 kg |
| Saddle, riding | 10 gp | 17.5 kg |
| Saddle bags, large | 4 gp | 4 kg |
| Saddle bags, small | 3 gp | 2.5 kg |
| Saddle blanket | 3 sp | 2 kg |
| Stabling (per day) | 5 sp | — |
Barding provides AC protection for mounts at the cost of movement. Full barding gives the listed AC bonus; half barding provides one less. Barding must be removed for the animal to rest properly. Donning leather barding takes 30 minutes; metal barding takes 60. Removal takes half as long. Flying mounts can wear only leather or lighter. Unusual mounts require custom barding at modified cost and weight.
Table 8.13: Transport
| Item | Cost |
|---|---|
| Canoe, small | 30 gp |
| Canoe, war | 50 gp |
| Carriage, common | 150 gp |
| Coach, ornamented | 7,000 gp |
| Chariot, riding | 200 gp |
| Chariot, war | 500 gp |
| Galley, great | 30,000 gp |
| Galleon | 50,000 gp |
| Longship | 10,000 gp |
| Raft or small keelboat | 100 gp |
| Wagon or cart | 10 gp |
| Wagon wheel | 5 gp |
Carts and wagons. A hitched mount's speed is automatically halved. Each additional mount triples the vehicle's carrying capacity. The vehicle's weight is not counted against the mount's carrying limit.
Weapons
Characters may own as many weapons as they can carry, subject to encumbrance. The GM should apply reasonable judgment about what a character can realistically have accessible in combat.
Type indicates damage kind: Bludgeoning (B), Piercing (P), Slashing (S). Some weapons deal multiple types; a knife deals both P and S. Damage type has no general effect but matters in specific circumstances.
Combat Speed determines priority when initiative results tie. Lower speed strikes first in a tie. A weapon's combat speed is reduced by its enchantment bonus (minimum 0).
Damage (M/L) indicates dice rolled against medium-sized targets and large targets respectively.
Rate of Fire (ROF) for ranged weapons: two numbers separated by a slash. ROF 1/2 means one attack every two rounds; ROF 2/1 means two attacks per round.
Range for ranged weapons: three numbers in metres (short/medium/long). Attacks at medium range suffer −2 to the attack roll; at long range, −5. A weapon cannot be used beyond its maximum range.
Table 8.14: Melee Weapons
| Weapon | Cost | Weight | Size | Type | Speed | Dmg M | Dmg L |
|---|---|---|---|---|---|---|---|
| Battle axe | 5 gp | 3.5 kg | M | S | 7 | 1d8 | 1d8 |
| Club | — | 1.5 kg | M | B | 4 | 1d6 | 1d3 |
| Dagger/dirk | 2 gp | 0.5 kg | S | P | 2 | 1d4 | 1d3 |
| Footman's flail | 15 gp | 7.5 kg | M | B | 7 | 1d6+1 | 2d4 |
| Footman's mace | 8 gp | 5 kg | M | B | 7 | 1d6+1 | 1d6 |
| Footman's pick | 8 gp | 3 kg | M | P | 7 | 1d6+1 | 2d4 |
| Hand axe | 1 gp | 2.5 kg | M | S | 4 | 1d6 | 1d4 |
| Harpoon | 20 gp | 3 kg | L | P | 7 | 2d4 | 2d6 |
| Horseman's flail | 8 gp | 2.5 kg | M | B | 6 | 1d4+1 | 1d4+1 |
| Horseman's mace | 5 gp | 3 kg | M | B | 6 | 1d6 | 1d4 |
| Horseman's pick | 7 gp | 2 kg | M | P | 5 | 1d4+1 | 1d4 |
| Javelin | 5 sp | 1 kg | M | P | 4 | 1d6 | 1d6 |
| Knife | 5 sp | 250 g | S | P/S | 2 | 1d3 | 1d2 |
| Lance, heavy † | 15 gp | 7.5 kg | L | P | 8 | 1d8+1 | 3d6 |
| Lance, light † | 6 gp | 2.5 kg | L | P | 6 | 1d6 | 1d8 |
| Lance, jousting | 20 gp | 10 kg | L | P | 10 | 1d3−1 | 1d2 |
| Lance, medium † | 10 gp | 5 kg | L | P | 7 | 1d6+1 | 2d6 |
| Morning star | 10 gp | 6 kg | M | B | 7 | 2d4 | 1d6+1 |
| Quarterstaff | — | 2 kg | L | B | 4 | 1d6 | 1d6 |
| Scourge | 1 gp | 1 kg | S | — | 5 | 1d4 | 1d2 |
| Sickle | 6 sp | 1.5 kg | S | S | 4 | 1d4+1 | 1d4 |
| Spear | 8 sp | 2.5 kg | M | P | 6 | 1d6 | 1d8 |
| Sword, bastard (one-handed) | 25 gp | 5 kg | M | S | 6 | 1d8 | 1d12 |
| Sword, bastard (two-handed) | 25 gp | 5 kg | M | S | 8 | 2d4 | 2d8 |
| Sword, broad | 10 gp | 2 kg | M | S | 5 | 2d4 | 1d6+1 |
| Sword, cutlass | 12 gp | 2 kg | M | S | 5 | 1d6 | 1d8 |
| Sword, khopesh | 10 gp | 3.5 kg | M | S | 9 | 2d4 | 1d6 |
| Sword, long | 15 gp | 2 kg | M | S | 5 | 1d8 | 1d12 |
| Sword, scimitar | 15 gp | 2 kg | M | S | 5 | 1d8 | 1d8 |
| Sword, short | 10 gp | 1.5 kg | S | P | 3 | 1d6 | 1d8 |
| Sword, two-handed | 50 gp | 7.5 kg | L | S | 10 | 1d10 | 3d6 |
| Trident | 15 gp | 2.5 kg | L | P | 7 | 1d6+1 | 3d4 |
| War hammer | 2 gp | 3 kg | M | B | 4 | 1d4+1 | 1d4 |
| Whip | 1 sp | 1 kg | M | — | 8 | 1d2 | 1 |
Pole Arms are listed separately below due to their variety.
Table 8.15: Pole Arms
| Weapon | Cost | Weight | Type | Speed | Dmg M | Dmg L |
|---|---|---|---|---|---|---|
| Awl pike | 5 gp | 6 kg | P | 13 | 1d6 | 1d12 |
| Bardiche | 7 gp | 6 kg | S | 9 | 2d4 | 2d6 |
| Bec de corbin | 8 gp | 5 kg | P/B | 9 | 1d8 | 1d6 |
| Bill-guisarme | 7 gp | 7.5 kg | P/S | 10 | 2d4 | 1d10 |
| Fauchard | 5 gp | 3.5 kg | P/S | 8 | 1d6 | 1d8 |
| Fauchard-fork | 8 gp | 4.5 kg | P/S | 8 | 1d8 | 1d10 |
| Glaive ‡ | 6 gp | 4 kg | S | 8 | 1d6 | 1d10 |
| Glaive-guisarme ‡ | 10 gp | 5 kg | P/S | 9 | 2d4 | 2d6 |
| Guisarme | 5 gp | 4 kg | S | 8 | 2d4 | 1d8 |
| Guisarme-voulge | 8 gp | 7.5 kg | P/S | 10 | 2d4 | 2d4 |
| Halberd | 10 gp | 7.5 kg | P/S | 9 | 1d10 | 2d6 |
| Hook fauchard | 10 gp | 4 kg | P/S | 9 | 1d4 | 1d4 |
| Lucern hammer § | 7 gp | 7.5 kg | P/B | 9 | 2d4 | 1d6 |
| Man-catcher ★ | 30 gp | 4 kg | — | — | — | — |
| Military fork ‡ | 5 gp | 3.5 kg | P | 7 | 1d8 | 2d4 |
| Partisan § | 10 gp | 4 kg | P | 9 | 1d6 | 1d6+1 |
| Ranseur § | 6 gp | 3.5 kg | P | 8 | 2d4 | 2d4 |
| Spetum § | 5 gp | 3.5 kg | P | 8 | 1d6+1 | 3d6 |
| Voulge | 5 gp | 6 kg | S | 10 | 2d4 | 2d4 |
‡ Deals double damage against a large or larger creature that charged during the current round. § Deals double damage when set against a charging opponent. † Lance deals double damage when charging on a mount. ★ See Man-catcher description.
Lances. Each lance is designed for a specific mount size. Using a lance larger than the mount can handle unseats the rider on a successful strike. Medium and heavy lances require breaking off after engagement — at least one round to resituate. Light lances allow continued engagement. On a successful hit, the GM rolls an item saving throw for medium and heavy lances; light lances save only when the modified attack roll equals exactly the target's AC.
Man-catcher. A long pole with spring-loaded arms designed to capture rather than harm. The target's AC is treated as 10 (modified by Dexterity) when attacked with a man-catcher. Once trapped, the victim loses their Dexterity and shield AC bonus, can only move when the wielder moves, and takes 1d2 damage automatically each round with a 25% chance of being pulled prone. The jaws can be removed with a Bend Bars roll (1d2 additional damage). The victim can pull the pole free with a Strength check; anyone can pick it up and continue using it the following round.
Spear. Can function as both melee and ranged weapon. If a thrown spear strikes a Huge or larger creature, or one with Strength 18/00+, the creature may attempt to break it. Intelligent creatures are 75% likely to pull the spear out and hurl it back, 25% likely to break it unless the spear saves vs. crushing blow. Unintelligent creatures have a 25% chance to break it.
Table 8.16: Hurled Weapons
| Weapon | ROF | Range (metres) |
|---|---|---|
| Club | 1 | 9/20/30 |
| Dagger/dirk | 2/1 | 9/20/30 |
| Dart | 3/1 | 9/20/35 |
| Throwing axe | 1 | 9/20/30 |
| Harpoon | 1 | 9/20/30 |
| Javelin | 1 | 20/35/70 |
| Knife | 2/1 | 9/20/30 |
| Spear | 1 | 9/20/30 |
Cost, weight, size, type, speed, and damage for hurled weapons are identical to their melee counterparts, except the dart: it has combat speed 2, deals 1d3/1d2 damage (M/L), costs 5 sp, weighs 250 g, and is Small and Piercing. The dart is ineffective as a melee weapon.
Table 8.17: Ranged Weapons
| Weapon | Cost | Weight | Size | ROF | Speed | Range (metres) |
|---|---|---|---|---|---|---|
| Arquebus | 500 gp | 5 kg | M | 1/3 | 15 | 45/140/190 |
| Blowgun | 5 gp | 1 kg | L | 2/1 | 7 | 9/20/30 |
| Bow, composite long | 100 gp | 1.5 kg | L | 2/1 | 7 | 55/110/190 (flight); 35/70/150 (sheaf) |
| Bow, composite short | 75 gp | 1 kg | M | 2/1 | 6 | 45/90/160 |
| Bow, long | 75 gp | 1.5 kg | L | 2/1 | 8 | 65/125/190 (flight); 45/90/150 (sheaf) |
| Bow, short | 30 gp | 1 kg | M | 2/1 | 7 | 45/90/150 |
| Crossbow, hand | 300 gp | 1.5 kg | S | 1 | 5 | 20/35/55 |
| Crossbow, heavy | 50 gp | 7 kg | M | 1/2 | 10 | 70/145/215 |
| Crossbow, light | 35 gp | 3.5 kg | M | 1 | 7 | 55/110/160 |
| Sling | 5 cp | 50 g | S | 1 | 6 | 45/90/180 (bullet); 35/70/145 (stone) |
| Staff sling | 2 sp | 1 kg | M | 1 | 11 | 30/110/215 (bullet); 30/90/180 (stone) |
Bows. A bow adds the character's Strength and Dexterity modifiers to attack and damage rolls. A standard bow's maximum pull is Strength +1/+2 (equivalent to 18 Strength). Warriors with exceptional Strength can commission custom composite bows built to their specific rating, increasing the maximum pull — and the price — proportionally.
Crossbows. Cannot benefit from Strength modifiers. Dexterity modifiers apply normally.
Arquebus. A matchlock firearm. Loading takes 3 rounds; taking damage adds a cumulative round to the loading time. Firing without bracing against a solid surface doubles range penalties (−4 at medium, −10 at long). A roll of 1 or 2 on the attack roll causes a backfire: 1d6 damage to the wielder and the weapon is jammed until cleaned (30 minutes). If the damage die rolls 10, roll again and add the result — this continues until a result other than 10 appears. Gunpowder and shot are rare outside major military forces; the GM determines availability and price for ammunition and supplies.
Staff sling. Has a minimum range — it cannot hit targets closer than 30 metres (its short range bracket).
Table 8.18: Ammunition
| Item | Cost | Weight | Type | Dmg M | Dmg L |
|---|---|---|---|---|---|
| Arrow, flight (12) | 3 sp | 600 g | P | 1d6 | 1d6 |
| Arrow, sheaf (6) | 3 sp | 300 g | P | 1d8 | 1d8 |
| Blowgun dart, barbed (10) | 1 gp | 0.5 kg | P | 1d3 | 1d2 |
| Blowgun dart, needle (10) | 2 sp | 0.5 kg | P | 1 | 1 |
| Quarrel, hand (10) | 10 gp | 0.5 kg | P | 1d3 | 1d2 |
| Quarrel, heavy (10) | 2 gp | 0.5 kg | P | 1d4+1 | 1d6+1 |
| Quarrel, light (10) | 1 gp | 0.5 kg | P | 1d4 | 1d4 |
| Sling bullet (10) | 1 sp | 2.5 kg | B | 1d4+1 | 1d6+1 |
| Sling stone | free | 250 g | B | 1d4 | 1d4 |
An arrow that hits is destroyed. An arrow that misses has a 50% chance of being recoverable.
Armor
Wearing armor sets a character's base Armor Class to the listed value. Higher AC is harder to hit. An unarmored character has AC 10.
If a character's AC from other sources exceeds what the armor provides, use the higher value — the armor provides no additional benefit in that case, but all other properties (weight, encumbrance, class restrictions) still apply.
The armor names here are generic. The GM may use specialized historical names where appropriate.
Table 8.19: Armor
| Armor | Cost | Weight | AC |
|---|---|---|---|
| Padded | 4 gp | 5 kg | 12 |
| Leather | 5 gp | 7.5 kg | 12 |
| Studded leather | 20 gp | 12.5 kg | 13 |
| Brigandine | 120 gp | 17.5 kg | 14 |
| Scale mail | 120 gp | 20 kg | 14 |
| Chain mail | 75 gp | 20 kg | 15 |
| Banded mail | 200 gp | 17.5 kg | 16 |
| Splint mail | 80 gp | 20 kg | 16 |
| Bronze plate mail | 400 gp | 22.5 kg | 16 |
| Plate mail | 600 gp | 25 kg | 17 |
| Field plate | 2,000 gp | 30 kg | 18 |
| Full plate | (3d3+1) × 1,000 gp | 35 kg | 19 |
The full plate must be custom-fitted to the wearer. There is a 20% chance a given suit can be refitted for a different wearer. Each suit costs between 4,000 and 10,000 gp, depending on the maker's quality.
Armor Vulnerability and Resistance
Armor is not equally effective against all damage types. Rigid metal plates deflect or absorb a sword's edge but transmit the force of a hammer blow directly into the wearer. Chain resists slashing but gives way to a precisely placed thrust. These interactions are captured by two tags.
- Vulnerable: The attacker rolls the weapon's damage dice twice and uses the higher result.
- Resistant: The attacker rolls the weapon's damage dice twice and uses the lower result.
Tags apply only to the damage type listed. All other types deal damage normally. Full rules for applying these tags appear in Chapter 9: Combat.
Table 8.20: Armor Vulnerability and Resistance
| Armor | Vulnerable | Resistant |
|---|---|---|
| Padded | — | — |
| Leather | Slashing | — |
| Studded leather | — | — |
| Brigandine | — | — |
| Scale mail | — | — |
| Chain mail | Piercing | Slashing |
| Banded mail | — | — |
| Splint mail | — | — |
| Bronze plate mail | Bludgeoning | Slashing |
| Plate mail | Bludgeoning | Slashing |
| Field plate | Bludgeoning | Slashing |
| Full plate | Bludgeoning | Slashing |
Shields and helmets have no vulnerability or resistance tags. Armor worn without its associated helmet type (see Table 8.22) does not gain the helmet's AC contribution and is not affected by that absence in terms of vulnerability or resistance.
Table 8.21: Shields
| Shield | Cost | Weight | AC Bonus | Attacks Covered |
|---|---|---|---|---|
| Buckler | 1 gp | 1.5 kg | +1 | 1 frontal attack (wielder's choice) |
| Small | 3 gp | 2.5 kg | +1 | 2 frontal attacks (wielder's choice) |
| Medium | 7 gp | 5 kg | +1 | 3 frontal attacks |
| Body/tower | 10 gp | 7.5 kg | +1 melee / +2 ranged | All frontal attacks |
The AC bonus listed is added to a character's current AC. A buckler is strapped to the forearm and permits both hands to be used freely. A small shield is gripped by the hand but allows holding small items. A medium shield restricts the shield hand entirely. A body shield (also called pavise or tower shield) covers against all frontal missile and melee attacks.
Shields slung across the back provide +1 AC against attacks from behind, except bucklers.
Table 8.22: Helmets
| Helmet | Cost | Weight | Armor Match | Penalty Without |
|---|---|---|---|---|
| Cap | 4 gp | 1 kg | Light (padded through studded) | −1 AC |
| Coif | 8 gp | 2.5 kg | Medium (chain, scale) | −1 AC |
| Open-face | 15 gp | 2.5 kg | Medium or heavy | −1 AC |
| Basinet/closed-face | 20 gp | 5 kg | Heavy (banded or better) | −1 AC |
| Great helm | 30 gp | 5 kg | Heavy (banded or better) | −1 AC |
Characters wearing armor without its associated helmet type suffer −1 to their AC. Mismatched helmets with armor are functional but may impose Charisma penalties for appearing unprofessional, at the GM's discretion.
Armor for Non-Standard Sizes
Humanoids significantly larger or smaller than man-sized must have armor custom-fitted. Cost and weight scale by size category.
| Size | Cost | Weight |
|---|---|---|
| Small (halfling-sized) | ×0.75 | ×0.75 |
| Large (ogre-sized) | ×2 | ×2 |
| Huge (giant-sized) | ×4 | ×4 |
| Gigantic (titan-sized) | ×8 | ×8 |
Badaki and Ûrgon characters require custom armor by this table. Val'arian and Duardeen characters use standard sizing.
Donning and Removing Armor
Armor takes time to put on properly. Donning hastily or removing quickly are both possible with trade-offs.
| Armor Type | With Assistance | Without Assistance |
|---|---|---|
| Brigandine, leather, padded, studded | 1 round | 2 rounds |
| Banded, chain, scale, splint | 2 rounds | 4 rounds |
| Plate variants | 1d6+4 rounds | Triple time |
Hasty donning. Non-plate armor donned hastily takes 1 round but reduces the AC bonus by 1 (minimum AC 12 — no worse than leather). Plate armor hastily donned improves AC by 1 per round of effort — each round spent adds 1 AC above base 10 until fully donned.
Removing armor. Non-plate takes 1 round. Plate takes 1d4+1 rounds. Plate can be cut off in half the time (round up) by cutting straps, but the armor is useless until repaired.
Encumbrance
Encumbrance measures the effect of carried weight on movement and combat effectiveness. There are two distinct limits to track: maximum weight and maximum carrying capacity.
Maximum weight is derived from Strength (Table 1.1). Exceeding it imposes movement penalties.
Maximum carrying capacity is determined by the character's size and the physical bulk of their possessions — the number and size of objects, not their weight. A character may hit their weight limit before their capacity limit, or vice versa. Additional attack and AC penalties only apply when both limits are reached simultaneously.
Encumbrance Stages for Man-Sized Bipeds
| Stage | Attack Modifier | AC Modifier |
|---|---|---|
| Non-encumbered | — | — |
| Lightly encumbered | — | — |
| Moderately encumbered | −1 (at max capacity) | — |
| Heavily encumbered | −2 (at max capacity) | −1 (at max capacity) |
| Severely encumbered | −4 (at max capacity) | −3 (at max capacity) |
| Overwhelmingly encumbered | −4 (at max capacity) | −3 (at max capacity) |
At max capacity means both weight and bulk limits are reached. Either limit alone imposes only the movement penalty.
Table 8.23: Encumbrance by Strength (Man-Sized Bipeds)
| Strength | Non-Enc | Light | Moderate | Heavy | Severe | Max |
|---|---|---|---|---|---|---|
| 3 | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 |
| 4 | 5 | 10 | 15 | 20 | 25 | 30 |
| 5 | 7.5 | 15 | 22.5 | 27.5 | 32.5 | 37.5 |
| 6 | 10 | 20 | 27.5 | 32.5 | 37.5 | 45 |
| 7 | 10 | 20 | 27.5 | 32.5 | 37.5 | 45 |
| 8 | 17.5 | 29 | 38 | 44 | 50 | 57.5 |
| 9 | 17.5 | 29 | 38 | 44 | 50 | 57.5 |
| 10–11 | 20 | 32 | 41 | 47 | 54 | 65 |
| 12–13 | 22.5 | 35.5 | 44 | 50 | 57.5 | 75 |
| 14–15 | 27.5 | 41.5 | 51.5 | 59 | 67.5 | 85 |
| 16 | 35 | 51 | 62 | 71 | 82.5 | 97.5 |
| 17 | 42.5 | 61 | 74.5 | 87.5 | 100 | 120 |
| 18 | 55 | 74 | 86.5 | 100 | 112.5 | 135 |
| 18/01–50 | 67.5 | 87.5 | 100 | 112.5 | 127.5 | 150 |
| 18/51–75 | 80 | 100 | 112.5 | 125 | 140 | 165 |
| 18/76–90 | 92.5 | 112.5 | 125 | 138 | 152.5 | 180 |
| 18/91–99 | 117.5 | 135 | 147.5 | 160 | 177.5 | 200 |
| 18/00 | 167.5 | 187.5 | 200 | 215 | 232.5 | 255 |
| 19 | 242.5 | 262.5 | 274 | 290 | 307.5 | 330 |
| 20 | 267.5 | 287.5 | 300 | 317.5 | 335 | 360 |
| 21 | 317.5 | 340 | 354 | 374 | 392.5 | 415 |
| 22 | 392.5 | 417.5 | 432.5 | 452.5 | 472.5 | 500 |
| 23 | 467.5 | 492.5 | 509 | 529 | 549 | 575 |
| 24 | 617.5 | 645 | 662.5 | 685 | 710 | 740 |
| 25 | 767.5 | 795 | 812.5 | 835 | 860 | 895 |
All weights in kilograms.
Movement Under Encumbrance
| Encumbrance | MV 12 | MV 9 | MV 6 |
|---|---|---|---|
| Non-encumbered | 12 | 9 | 6 |
| Lightly encumbered | 11 | 8 | 5 |
| Moderately encumbered | 9 | 7 | 4 |
| Heavily encumbered | 7 | 5 | 3 |
| Severely encumbered | 5 | 3 | 2 |
| Overwhelmingly encumbered | 1 | 1 | 1 |
Encumbrance for Other Sizes
| Size | Multiplier |
|---|---|
| Small-sized bipeds | ×0.75 |
| Large-sized bipeds | ×2 |
| Huge-sized bipeds | ×4 |
| Gigantic-sized bipeds | ×8 |
Encumbrance for Quadrupeds
| Size | Multiplier |
|---|---|
| Small-sized quadrupeds | ×1 |
| Man-sized quadrupeds | ×1.5 |
| Large-sized quadrupeds | ×3 |
| Huge-sized quadrupeds | ×6 |
| Gigantic-sized quadrupeds | ×12 |
Pack animals and mounts use simplified tracking: non-encumbered, lightly encumbered, or heavily encumbered. An animal collapses if loaded beyond its maximum. The full table for domestic animal encumbrance by species appears in Chapter 18: Hirelings & Henchmen alongside mount movement rates.
Spell Components
Arcane spells draw on the world through physical materials that correspond sympathetically to the spell's nature. These materials range from items so common they are assumed to be present to singular objects that require expeditions to acquire.
Component Tiers
| Tier | Cost | Availability | Notes |
|---|---|---|---|
| Common | Free – 1 gp | Anywhere | Assumed present by default. Bat guano, sand, fleece, chalk, candle wax, common herbs. Do not track. |
| Uncommon | 5 – 50 gp | Any town with a market | Powdered gemstones, rare herbs, preserved animal parts, and alchemical basics. Track as standard equipment. |
| Rare | 100 – 500 gp | Cities and specialist vendors | Quality gems, refined alchemical compounds, dragon-adjacent materials. Significant acquisition cost. |
| Exceptional | 1,000 gp+ | Quests, specific locations | Singular or irreplaceable materials. Often tied to specific narrative events. |
Component Pouch. A small belt pouch or satchel stocked with Common and a selection of Uncommon components appropriate to the owner's school or general practice.
- Cost: 15 gp
- Weight: 1 kg
- A component pouch covers all Common components automatically and up to 10 gp worth of Uncommon components. It must be restocked after each significant adventure or downtime period. Losing a component pouch while stripped of gear means losing all Common availability — the assumption of presence no longer applies until replaced.

