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Equipment

Currency

Currency Exchange Rates
CoinCopperSilverElectrumGoldPlatinum
Copper11/251/2501/2,5001/62,500
Silver2511/101/1001/2,500
Electrum2501011/101/250
Gold2,5001001011/25
Platinum62,5002,500250251

There are five types of coins: the copper piece (cp), silver piece (sp), electrum piece (ep), gold piece (gp), and platinum piece (pp). Most people will be familiar with these coins and their relative values, except for platinum which many people will not accept at face value. Platinum is extremely rare and difficult to mine and mint, and only the dwarves have ever used it as an actual standardized currency. Characters will typically need to trade these in with a money changer, or else settle for selling them by weight at a slightly reduced value. Gold coins are not commonly used except by merchants, nobles, and other wealthy individuals, although most actual exchanges of large amounts of wealth take place in the form of trade goods such as gems or livestock. The electrum piece is the most common unit of measurement for anything of moderate value, with lesser exchanges using copper and silver. Standard exchange rates of these coins are listed to the right.

For simplicity, all varieties of coins are about the same size as modern ones. Copper, silver, and electrum coins are slightly smaller than a nickel and weigh in at approximately 100 to a pound, while gold and platinum coins are roughly the size of a penny and weigh in at about 50 to a pound. A one-foot cube, loosely piled, will contain roughly 20,000 coins, while an optimally packed container of the same size will hold roughly 40,000.

Encumbrance

Weight Allowance by Strength
Strength Unencumbered Light Medium Heavy Overloaded
-5 2571020
-4 612182550
-3 1020304080
-2 15304560120
-1 20406080160
0 255075100200
1 3775112150300
2 56112168225450
3 81162243325650
4 112225337450900
5 1503004506001200
6 2004006008001600
7 27555082511002200
8 375750112515003000
9 5001000150020004000
10 6871375206227505500

You are only able to carry a certain amount of weight at a time. The more you carry, the more quickly you tire, the slower you move, and the harder it is to fight effectively. Your weight allowance is based off of your Strength score. To determine how much you can lift and carry, refer to the table to the right. The table lists the maximum weight in pounds that you can carry at each encumbrance level. Creatures with four or more legs can carry 50% more weight than listed in the table. Normal light clothing worn doesn't count towards encumbrance.

You may carry up to your maximum unencumbered load with no penalties. If carrying a light or heavier load, you begin to take penalties as given in the table below. The Max Stamina column indicates your maximum stamina relative to your unencumbered maximum, with the resulting value rounded down. The penalty column applies to all Strength- or Dexterity-based skill checks (including attack and defense rolls), to your base Defense, and to your Speed, reducing it to a minimum of -5. It also applies to your Athletics for the purpose of determining your movement rate. In addition to these penalties, if you are overloaded, you cannot take any action requiring an attack roll and you cannot move more than 1 foot per count regardless of your Speed.

If you carry a heavy load for only a short period, it does not affect your stamina. For each full minute you are carrying a load that would reduce your maximum stamina below its current value, reduce your stamina by an amount equal to the encumbrance category's penalty (minimum of 1) until it is no longer above the allowed maximum value.

Encumbrance Penalties
LoadMax StaminaPenalty
Light90%0
Medium75%-1
Heavy50%-3
Overloaded10%-5

Simple Encumbrance (Variant)

Most GMs do not enforce strict tracking of weight, especially when it comes to coinage. If your group decides that tracking encumbrance slows the game too much, you can use this simpler rule instead. Under this alternate method, you count only the weight of your armor and any item that by itself weighs more than your maximum unencumbered value, then add 20 pounds for your weapons, backpack, food, and other gear. This method is usually accurate enough, and assumes that characters carry a fairly extensive loadout of adventuring equipment and treasure, but not everything they could possibly want.

Weapons

There are many weapons to choose from, each with its own advantages and disadvantages. Your weapon affects how quickly you can attack, how easy it is to hit your target and how much damage you deal when you hit, how close you must be in order to hit an enemy, how well defended you are, and sometimes what special abilities you are able to use.

Weapons are divided into several groups based on similarities in fighting style and construction, such as axes or bows. Certain abilities require weapons from a specific group in order to use while others allow you to select a group that your ability applies to.

If you are not wielding any weapon, you count as unarmed, listed under gauntlets and claws. Unarmed attacks do not count as a weapon for the purpose of any spells, abilities, or effects that require a weapon or an armed character. You may make an unarmed attack even if both hands are unavailable, provided that you have at least one appendage free to attack.

Weapon Statistics

Accuracy

Some weapons are inherently more difficult or easier to learn or use effectively. Add the weapon's accuracy to all attack rolls with the weapon.

Defense

Add the weapon's defense value to your defense against all melee attacks. Your total defense bonus from all weapons cannot be greater than 1 + half your melee skill. Gauntlets only grant a defense bonus when the hand is otherwise empty.

Bulk

Maximum Weapon Bulk
2×Str + Size Light One-handed Two-handed Heavy
-151234
-141235
-131235
-121235
-111246
-101346
-91346
-81357
-71357
-61358
-51468
-42469
-324610
-224710
-125711
025812
125913
226914
3261015
4371116
5371117
6381218
7381319
8391421
9491522
104101624
114111726
125111828
135122030
145132132
156142334
166152436
176162639
187172842
197193045
208203248
219213451
229233755
2310253959
2411264263
2511284568
2612304973
2713325278
2814355684
2915376090
3016406496

A weapon's bulk determines whether it is classified as a light, one-handed, two-handed, or heavy weapon for you. Add double your Strength and your Size and consult the table to the right to determine the highest bulk weapon you can wield in each category. If the weapon's bulk is greater than that shown for your heavy category, then you cannot effectively wield the weapon.

Depending on the weapon's bulk category and which hand or hands you wield it in, attacks made with the weapon will have a set speed class, as listed in the table below. If no speed class is listed, then that type of weapon cannot be effectively used in that way. Note that wielding weapons with a base speed class of C+ gives a -2 penalty to accuracy.

Weapon Speed Classes
Bulk Category Weapon Held In
Two Hands Primary Hand Off Hand
Light B+ B+ B
One-handed B+ B C+*
Two-handed B C+*
Heavy C+*
*Weapon has a -2 penalty to Accuracy

Damage

Weapons cause different amounts of damage based on the class of armor that the target is wearing. This damage is applied to all standard weapon attacks.

Reach

A weapon's reach is listed in yards. In order to use the weapon effectively in melee, the target must be in reach. The first number is the optimal reach, while the numbers in parenthesis indicate the minimum and maximum reach. Certain abilities and effects apply only when at the optimal reach. If you attack a target that is not at the weapon's optimal reach, you take a -1 penalty to your attack roll for each yard difference. Round distances to the nearest yard for purposes of determining if a target is within reach.

Durability (Optional Rule)

Weapons wear out over time and must be maintained and repaired frequently in order to continue to function well. Whenever you make an attack roll with a weapon and either die lands on a result of 1, you reduce the durability of your weapon by 1 point. This represents gradual dulling, minor chips, bowstrings wearing out, and so on. When the durability is reduced below half of its normal maximum, the effective weapon quality is reduced by one step until it is repaired, except that it retains its normal maximum durability. If the durability reaches 0, the weapon breaks and cannot be used effectively. Magical weapons that break lose their special abilities but still detect as magical and function normally once repaired.

Most weapons can be repaired by weaponsmiths at a cost of 1% of the weapon's base price per point of durability. Once a weapon has completely broken, you can repair it for 75% of the cost of a new weapon provided that it does not have the irreparable property. Repairs can generally be completed with a few hours of work, except in the case of broken weapons, which take half the time it would take to craft the weapon from scratch.

Properties

Many weapons have special properties which have additional rules to explain how the weapon functions.

Aquatic

This weapon may be used underwater without the usual damage penalty. All other penalties for fighting underwater still apply.

Defensive

This weapon applies its defense bonus to ranged attacks as well as melee attacks and does not count towards the limit when determining your maximum defense bonus from weapons. It has a modifier to its defense rating equal to two thirds of your melee skill if it is light, or one third of your melee skill if it is one-handed. These modifiers cannot reduce the defense value below 0.

Irreparable

If this weapon breaks, it has no value and cannot be repaired.

Mechanical

You do not add your Strength to the weapon's damage.

Missile

Missile weapons require ammunition to be available and two hands to load the ammunition. Once loaded, only one hand is required to use the weapon unless it also has the two-handed property. Loading can be performed as part of the attack's execution time.

Non-threatening

This weapon does not threaten enemies within its reach.

One-Handed

This weapon cannot be used two-handed.

Ranged

A ranged weapon can be used to make ranged attacks. You suffer no penalty to attack up to a maximum range in yards equal to the first number, a -1 to attack up to double this range, a -2 to attack up to triple this range, and so on. The maximum range is given by the second number. Additionally, you suffer a -2 penalty to your attack roll for each enemy threatening you.

Sized

This weapon comes in multiple sizes and is only usable if its size is equal to yours.

Thrown

This weapon cannot be used two-handed to make a ranged attack.

Two-Handed

This weapon must be used two-handed.

Weapon List

The table below gives the names, statistics, costs, and other properties of the available weapons, organized by weapon group.

Weapon List
Weapon Accuracy Defense Bulk Damage Reach Cost Weight Durability Properties
Unarmored Soft Medium Hard
Axes
Battleaxe 0 1 4 10 9 7 6 1 (0-2) 10 ep 3 40
Greataxe 0 1 11 14 13 11 10 2 (1-2) 15 ep 6 50
Throwing axe -2 1 3 8 7 5 3 1 (0-1) 8 ep 2 25 Ranged (5/20), thrown
Bows
Greatbow -1 0 15 12 12 11 10 25 ep 5 50 Irreparable, missile, non-threatening, ranged (15/350), two-handed
Longbow -1 0 10 10 10 9 8 8 ep 3 40 Irreparable, missile, non-threatening, ranged (12/240), two-handed
Shortbow -1 0 7 8 8 7 6 6 ep 2 40 Irreparable, missile, non-threatening, ranged (10/150), two-handed
Chains and Ropes
Kusari-gama -2 2 5 7 7 6 4 2 (0-3) 4 ep 4 30 Two-handed
Whip -3 0 4 8 6 3 1 3 (2-3) 1 ep 2 40 Irreparable, one-handed
Crossbows
Hand crossbow 0 0 3 6 6 5 3 100 ep 30 Mechanical, missile, non-threatening, ranged (5/50)
Heavy crossbow 0 0 12 10 10 9 8 50 ep 6 45 Mechanical, missile, non-threatening, ranged (12/180)
Light crossbow 0 0 8 8 8 7 6 35 ep 3 40 Mechanical, missile, non-threatening, ranged (10/150)
Daggers
Dagger 3 1 2 5 4 3 1 1 (0-1) 2 ep 1 40 Aquatic, ranged (3/15), thrown
Main gauche 1 3 3 6 5 4 2 1 (0-1) 8 ep 2 40 Aquatic, one-handed
Gauntlets and Claws
Gauntlet 0 1 1 3 3 2 0 1 (0-1) 2 ep ½ 40 Non-threatening, one-handed, sized
Spiked gauntlet -1 1 2 6 6 5 3 1 (0-1) 5 ep 1 40 One-handed, sized
Tiger claws 0 1 1 5 3 2 0 1 (0-1) 4 sp ½ 25 Aquatic, one-handed, sized
Unarmed attack 0 0 1 3 3 2 0 1 (0-1) 0 Non-threatening
Hammers, Flails, and Picks
Flail -1 1 5 7 7 7 5 2 (1-2) 8 ep 40
Light hammer 1 1 2 5 5 5 3 1 (0-1) 2 ep 2 30
Maul 0 1 13 14 14 13 11 2 (1-2) 4 ep 7 45
Nunchaku 0 2 4 5 5 4 2 1 (0-2) 4 ep 2 40
War pick 2 1 4 6 6 5 4 1 (0-2) 5 ep 1 40
Warhammer 1 1 4 7 7 7 5 1 (0-2) 12 ep 4 40
Heavy Swords
Bastard sword 1 1 7 9 7 6 4 1 (0-2) 15 ep 40
Greatsword 0 2 10 11 9 7 5 2 (1-3) 50 ep 50
Longsword 1 2 8 9 7 6 4 2 (0-2) 15 ep 40
Rapier 2 1 6 8 8 7 5 2 (1-2) 25 ep 40 One-handed
Hurled Weapons
Javelin 0 1 4 6 6 5 3 2 (0-2) 1 ep 2 25 Aquatic, ranged (8/80), thrown
Sling -3 0 2 7 7 7 5 5 cp ¼ 40 Irreparable, missile, non-threatening, one-handed, ranged (15/450)
Staff sling -3 1 9 9 9 9 7 1 sp 2 40 Missile, non-threatening, ranged (20/550)
Light Swords
Arming sword 1 1 4 9 7 6 4 2 (0-2) 15 ep 2 40
Short sword 1 1 3 8 7 6 4 1 (0-2) 10 ep 40
Smallsword 2 1 3 6 6 5 3 1 (0-2) 15 ep 1 40 One-handed
Maces and Clubs
Club 0 1 5 7 7 6 4 1 (0-2) 3 sp 3 20 Irreparable
Greatclub 0 1 14 13 13 13 11 2 (1-3) 8 ep 16 30 Irreparable
Heavy club 0 1 9 9 9 9 7 2 (0-3) 3 ep 6 30 Irreparable
Heavy mace 0 1 7 9 9 9 7 2 (0-2) 12 ep 40
Light club 0 1 3 5 5 4 2 1 (0-1) 10 cp 1 15 Irreparable
Light mace 0 1 4 5 5 5 3 1 (0-1) 5 ep 2 30
Morningstar 0 1 5 10 10 9 8 2 (0-2) 8 ep 40
Polearms
Halberd 0 1 12 10 9 7 6 3 (2-4) 20 ep 8 40
Lance 0 0 6 8 8 7 6 3 (2-4) 4 ep 6 25 Irreparable
Pike 0 1 12 8 8 7 6 4 (3-5) 2 ep 8 35
Short spear 1 1 4 6 6 5 3 2 (1-2) 1 ep 35 Aquatic, ranged (5/20), thrown
Spear 1 1 6 7 7 6 4 3 (1-3) 1 ep 4 40 Aquatic, ranged (5/25), thrown
Shields
Buckler 0 0 2 3 3 2 0 1 (0-1) 1 ep 2 30 Defensive, non-threatening, one-handed
Fortress shield 0 6 11 5 5 4 2 1 (0-2) 40 ep 24 55 Defensive, non-threatening
Large shield 0 2 5 4 4 3 1 1 (0-2) 12 ep 8 40 Defensive, non-threatening
Small shield 0 1 3 4 4 3 1 1 (0-1) 3 ep 5 35 Defensive, non-threatening, one-handed
Tower shield 0 4 7 4 4 3 1 1 (0-2) 15 ep 15 45 Defensive, non-threatening
Spinning Blades
Chakram -1 1 2 8 6 3 1 1 (0-1) 10 ep 30 Ranged (6/40), thrown
Shuriken -1 0 1 5 5 4 2 1 (0-1) 2 sp ¼ 10 Non-threatening, ranged (3/15), thrown
Staffs
Brandistock 1 2 6 6 6 5 3 2 (0-2) 15 ep 4 40
Long staff 0 2 9 7 7 6 4 3 (1-4) 6 sp 6 40 Irreparable
Quarterstaff 0 2 6 6 6 5 3 2 (0-3) 1 sp 3 40 Irreparable
Small staff 0 2 4 4 4 3 1 2 (0-2) 20 cp 35 Irreparable

Armor

There is a wide variety of armor available to choose from. In reality, these armors come from many different time periods and cultures, but they are condensed here into a single list. In most cases, the best armor is the strongest you can afford and carry without weighing you down; however, some armors are stiff enough to hamper movement regardless of their weights. The pros and cons of each armor type will have to be weighed to make the best choice for your situation.

Thresholds

Each armor has a set of threshold ratings that are added to your base thresholds against damage from standard attacks. Certain special attacks (specified in their descriptions) ignore armor.

Durability (Optional Rule)

Armors have a durability rating. The first time you are hit by an attack during an encounter, regardless of whether or not you are wounded, and any time you take a critical hit, reduce the durability of your armor by 1. If the durability reaches 0, it is destroyed, granting only half the normal threshold bonuses and increasing your effective encumbrance by one level until it is removed due to the armor hanging awkwardly on your body.

Most armors can be repaired by armorers. Each point of durability restored costs the amount listed in its durability entry. Repairs can generally be completed at the rate of 1 point per day.

Class

Armors are classified as soft, medium, or hard. In general, harder armors are heavier and provide greater protection from most weapon attacks.

Don

Regardless of the type of armor, getting into or out of it is usually a time-consuming process. The time listed here is the amount of time required to put on a suit of armor of that type. Getting out of the armor requires half that time. For any plate armor, the time listed assumes you have an assistant to help you. Without an assistant, field plate and full plate are treated as half plate, since some pieces cannot be equipped properly, and the time to don any plate is double the normal half plate time.

Properties

There are a few common armor properties that affect how it is used.

Cumbersome

You have a -1 penalty to both your Dexterity and Speed and cannot benefit from a long rest while wearing this armor.

Layered

This armor may be worn over any type of soft-class armor. If both layers of armor are worn, the threshold modifiers are combined, and you count as wearing armor of the outer layer's class. Wearing this armor without any other armor underneath causes 1 fatigue every hour due to discomfort and chafing.

A long rest does not reduce your fatigue while wearing this armor. If you sleep in this armor, you gain 1 fatigue.

Stiff

You have a -1 penalty to your Dexterity and cannot benefit from a long rest while wearing this armor.

Armor List
Armor Thresholds Cost and Weight by Size Durability Class Don Properties
Light Moderate Severe Critical Fatal -4 -3 -2 -1 0 1 2 3 4
Leather coat 0 0 0 1 1 13 sp
2½ lbs
14 sp
2¾ lbs
16 sp
3¼ lbs
18 sp
3½ lbs
20 sp
4 lbs
22 sp
4½ lbs
25 sp
5 lbs
28 sp
5½ lbs
31 sp
6¼ lbs
3
(5 sp)
Soft 1 minute
Arming jacket 0 0 1 1 2 10 ep
2½ lbs
11 ep
2¾ lbs
12 ep
3¼ lbs
13 ep
3½ lbs
15 ep
4 lbs
17 ep
4½ lbs
19 ep
5 lbs
21 ep
5½ lbs
23 ep
6¼ lbs
4
(3 ep)
Soft 2 minutes
Gambeson 0 1 1 2 2 16 ep
3¾ lbs
18 ep
4¼ lbs
20 ep
4¾ lbs
22 ep
5¼ lbs
25 ep
6 lbs
28 ep
6¾ lbs
31 ep
7½ lbs
35 ep
8½ lbs
39 ep
9½ lbs
6
(3 ep)
Soft 2 minutes
Mail 0 1 1 2 2 192 ep
16 lbs
215 ep
18 lbs
240 ep
20 lbs
268 ep
22 lbs
300 ep
25 lbs
335 ep
28 lbs
375 ep
31 lbs
419 ep
35 lbs
469 ep
39 lbs
6
(6 ep)
Medium 3 minutes Layered
Scale 1 2 2 3 3 80 ep
19 lbs
89 ep
21 lbs
100 ep
24 lbs
112 ep
27 lbs
125 ep
30 lbs
140 ep
34 lbs
156 ep
38 lbs
175 ep
42 lbs
195 ep
47 lbs
8
(2 ep)
Medium 5 minutes Layered, stiff
Lamellar 0 2 3 3 4 112 ep
16 lbs
125 ep
18 lbs
140 ep
20 lbs
157 ep
22 lbs
175 ep
25 lbs
196 ep
28 lbs
219 ep
31 lbs
245 ep
35 lbs
273 ep
39 lbs
7
(4 ep)
Medium 5 minutes Layered, stiff
Brigandine 0 0 1 1 2 64 ep
12 lbs
72 ep
13 lbs
80 ep
14 lbs
89 ep
16 lbs
100 ep
18 lbs
112 ep
20 lbs
125 ep
23 lbs
140 ep
25 lbs
156 ep
28 lbs
9
(2 ep)
Hard 3 minutes
Half plate 1 1 2 3 4 480 ep
22 lbs
537 ep
25 lbs
600 ep
28 lbs
671 ep
31 lbs
750 ep
35 lbs
839 ep
39 lbs
938 ep
44 lbs
1048 ep
49 lbs
1172 ep
55 lbs
10
(50 ep)
Hard 10 minutes Layered, stiff
Field plate 2 2 3 3 5 1280 ep
26 lbs
1431 ep
29 lbs
1600 ep
32 lbs
1789 ep
36 lbs
2000 ep
40 lbs
2236 ep
45 lbs
2500 ep
50 lbs
2795 ep
56 lbs
3125 ep
63 lbs
12
(100 ep)
Hard 15 minutes Cumbersome, layered
Full plate 3 3 4 4 5 4800 ep
29 lbs
5367 ep
32 lbs
6000 ep
36 lbs
6708 ep
40 lbs
7500 ep
45 lbs
8385 ep
50 lbs
9375 ep
56 lbs
10482 ep
63 lbs
11719 ep
70 lbs
15
(200 ep)
Hard 20 minutes Cumbersome, layered

Armor Descriptions

The basic types of armor are described below.

Leather Coat

Little more than thick clothing, a leather coat offers very little protection, but is still better than nothing. Any heavy clothing, such as a winter jacket or especially thick cloak, could also offer this level of protection.

Arming Jacket

An arming jacket is intended to be worn under heavier armor, such as mail or plate. It serves as padding to prevent chafing while being thin enough to not significantly hamper movement or contribute to excess heat buildup.

Gambeson

Typically the first suit of armor a would-be soldier purchases, a gambeson is a heavy coat comprised of dozens of layers of linen overlapping and sewn together. It provides a substantial amount of protection at relatively little cost, and other than being a bit warm is not too uncomfortable to wear. Most heavier suits of armor must be worn over a gambeson in order to offer their full protection and to not cause terrible chafing.

Brigandine

For those who want to be protected at all times and still remain fashionable, brigandine is comprised of dozens of small metal plates riveted between two layers of leather or cloth. Some even use silk as the visible layer. The plates generally do not overlap, and are small enough that they do not significantly hamper movement.

Scale

Scale armor consists of small pieces of metal sewn to a backing of leather or cloth. The metal pieces overlap in a way that imitates fish scales, providing decent somewhat-flexible protection all over. Individual scales can easily be knocked off in the course of a battle, so scale armor needs regular repairs to remain functional.

Lamellar

Lamellar is comprised of rectangular pieces of metal or thick hide sewn together at the edges. Often, but not always, the pieces overlap slightly. Unlike scale, these pieces are not sewn onto a backing material. The cords holding the edges together are an obvious weakness and must be frequently repaired.

Mail

Mail is generally the standard level of armor that any career soldier aspires to purchase and wear. It is made of thousands of tiny metal rings interlinked and riveted closed. Highly flexible and relatively light for its level of protection, mail is extremely popular. On its own, it is weak against heavy impacts, but the gambeson underneath makes up for this weakness and reinforces it all around.

Half Plate

Essentially an incomplete set of field plate, half plate is armor for the torso, head, and arms, leaving the legs relatively unprotected. It is made of large, solid pieces of metal that are articulated at the joints to allow movement. Mail is used to cover the less protected areas. Gauntlets are included.

Field Plate

Field plate is a knight's armor. The entire body is covered in solid metal plates, except for a few potential weak points on joints where mail is still used to fill the gap. Each piece of armor must be custom-fitted to its wearer, a process that requires at least one fitting a week for a month while the armor is being made. It is possible to modify plate armor to fit a new owner, but the same time restrictions apply, and it can cost as much as half the cost of the armor itself, depending on how extensive the modifications must be. Gauntlets are included.

Full Plate

Full plate is the most protective armor available, and is usually reserved for the richest of noble knights. As with field plate, each piece is precisely fitted to its wearer, but full plate takes even longer to create and fit: at least one fitting every other week for three months of work. Full plate needs no mail in its joints, instead using fully covered and articulated joints, keeping all areas protected at all times. Gauntlets are included.

Equipment Quality

Some weapons or armors are made of subpar materials, were worked by an unskilled craftsman, or are old and rusted. Alternatively, they could be crafted of special metals or woods or made by master artisans. Regardless of the reason, some weapons and armors are better than others. When a piece of equipment is of higher or lower quality than average, it gains special properties as listed below.

Shoddy

Shoddy equipment is generally only used as a last resort or when it is necessary to mass produce equipment for a town's defense. Equipment that has been left out in the elements for extended periods will often deteriorate to this level, while young apprentices might manufacture equipment of this level in their training. Buying shoddy equipment generally costs about one-third the normal price. It is very difficult to pass off as being of any higher quality. The craft TN is 6 lower than the base and the durability is half that of average equipment.

Weapons have a -2 penalty to accuracy and damage and a -1 penalty to speed class, and automatically break if the attack roll is a critical failure. Armors have all thresholds reduced to half their normal value (rounded down). Additionally, you suffer a -1 penalty to Dexterity on top of any the armor would normally impose.

Poor

Many merchants will try to pass off poor equipment as being average quality, but a discerning eye can tell the difference (TN 12 Perception check, potentially applying a related crafting skill). If known to be poor quality, it generally sells for about three-fourths of the normal price. The craft TN is 3 lower than the base and the durability is reduced by 25%.

Weapons have a -1 penalty to accuracy and damage. Armors have a -1 penalty to all thresholds greater than 1.

Average

Average equipment is just that. It sells for standard price or higher, and has no special modifiers.

Fine

Fine equipment costs 4 times the standard price. The Craft TN is 3 higher than the base and the durability is increased by 10%.

Weapons gain a +1 bonus to damage. Armors gain a +1 bonus to the two weakest thresholds starting with the most severe.

Superior

Superior equipment is generally only available on special request, and costs 12 times the base cost. They have a Craft TN 6 higher than the base and the durability is increased by 25%.

Weapons gain a +1 bonus to accuracy and damage. Armors gain a +1 bonus to all thresholds.

Masterwork

Masterwork equipment must be specially requested and costs 25 times the base cost. It has a Craft TN 10 higher than the base and the durability is increased by 50%.

Weapons gain a +1 bonus to accuracy, damage, and speed class. Armors gain a +1 bonus to all thresholds. If the armor is normally stiff, that property is removed. If it is normally cumbersome, it is instead stiff.

Adventuring Gear

Adventuring Gear
Item Cost Weight
Ammunition
Arrow 1 sp 120
Crossbow bolt 1 sp 120
Sling bullet 1 sp 110
Clothing
Belt 4 sp 15
Boots, riding 3 ep
Boots, soft 1 ep
Breeches 3 ep 2
Brooch, plain 5 ep 110
Cap or hat 8 sp ¼
Cloak, cloth 1 ep 3
Cloak, fur 15 ep 8
Coat, fur 25 ep 6
Coat, wool 5 ep 4
Gloves 3 ep ½
Gown, common 5 ep 3
Hose 2 ep 110
Mittens 1 ep ½
Robe 3 ep 4
Sandals 2 sp ½
Shoes 6 sp 1
Tunic 1 ep 1
Containers
Backpack 3 ep 4
Barrel 5 ep 70
Basket, large 1 ep
Basket, small 2 sp ½
Chest, large oak 20 ep 45
Chest, large pine 15 ep 25
Chest, small oak 8 ep 15
Chest, small pine 6 ep 10
Flask, aluminum (8 oz) 3 ep ½
Jar, glass (8 oz) 4 ep ½
Pouch 8 sp 1
Sack, large 5 sp 1
Sack, small 2 sp 15
Vial, glass (2 oz) 2 ep 110
Waterskin (1/2 gal) 4 sp 1
Crystals
Empty 110
Flame 110
Force 110
Frost 110
Seeking 110
Shock 110
Speed 110
Venom 110
Lights
Candle 5 cp 110
Lamp 1 sp 1
Lantern 6 sp 2
Lantern, bullseye 15 sp 2
Torch 8 sp 1
Miscellaneous
Acid (2 oz vial) 50 ep ¼
Bedroll 2 ep 6
Bell, hand 10 ep ¼
Bell, sleigh 1 ep
Blanket 2 ep 3
Book, blank 5 ep 2
Bottle, glass 8 ep 2
Bucket 1 ep 2
Caltrops (set of 20) 3 ep 2
Chain, heavy (per foot) 6 ep 3
Chain, light (per foot) 3 ep 1
Chalk, stick 2 cp
Crowbar 2 ep 5
Fishing net, 10 ft. sq. 3 ep 5
Flint and steel 1 ep 120
Grappling hook 8 ep 4
Hammer 7 sp 3
Hammer, sledge 12 sp 10
Healer's kit 50 ep 3
Holy water (2 oz vial) 50 ep ¼
Ink, black (1 oz bottle) 30 ep 110
Ladder (10-foot) 2 sp 25
Lock, average 60 gp ½
Lock, good 100 gp ½
Lock, poor 25 gp ½
Magnifying glass 100 gp 110
Manacles 20 ep 6
Mess kit 3 sp 1
Mirror, silver 20 gp ½
Mirror, steel 8 ep ½
Oil, lamp (8 oz) 1 sp ½
Pan, iron 6 sp 3
Paper 5 sp
Parchment 2 sp
Pickaxe 2 ep 10
Piton 1 sp ¼
Pot, iron 1 ep 10
Quiver 8 sp 1
Rations (per day) 8 sp 2
Rope, hemp (50 ft) 1 gp 10
Rope, silk (50 ft) 15 gp 5
Scale, merchant's 3 gp 1
Scroll tube 8 sp ¾
Shovel 2 ep 5
Signet ring or seal 8 ep 120
Soap, bar 5 cp 110
Spyglass 200 gp 1
Tent, large 25 ep 30
Tent, small 8 ep 15
Thieves' tools 30 ep 3
Tome, spell 25 ep 2
Trap, hunting 10 ep 20
Wax, sealing 5 sp 1
Whistle 7 sp 120

In addition to weapons and armor, there are many other supplies that adventurers may need. Some of the more common ones are listed in the table to the right.

Magic Items

Magic items come in many varieties. Most require mana in order to function, and many are made more powerful as more mana is invested into them.

Magic Weapon Properties

These magic properties can be applied to all kinds of weapons, unless specifically restricted in the description. Weapons can have multiple properties, as long as they are not in direct conflict with each other.

Flametongue

You can invest 1 mana into the weapon to enable the Glow action, or 2 mana to enable the Ignite and Revert actions.

Action: Glow

Speed Class: A

The weapon begins to glow brightly, shedding moderate light in a radius of 20 yards and dim light an additional 10 yards. It stops glowing when you let go of the weapon or when you choose to end the effect.

Action: Ignite

Speed Class: C+

The weapon transforms into pure fire. All damage dealt by the weapon becomes fire damage until extinguished. Wherever you hold the weapon maintains its original form. Anything that could extinguish a normal large fire will extinguish the weapon, returning it to its normal form. While lit, it radiates moderate light in a radius of 10 yards.

Action: Revert

Speed Class: B+

The effect of Ignite ends and the weapon returns to its original form.

Frostbrand

You can invest 2 mana into the weapon to enable the Freeze and Revert actions.

Action: Freeze

Speed Class: C+

The weapon transforms into a chilling, misty vapor that absorbs heat from anything it touches. Wherever you hold the weapon maintains its original form. All damage dealt by the weapon becomes cold damage.

Action: Revert

Speed Class: B+

The effect of Freeze ends and the weapon returns to its original form.

Lengthening

You can invest 2 mana into the weapon to enable the Resize action.

Action: Resize

Speed Class: C+

You change the weapon's length, increasing or reducing all its reach parameters relative to its base reach by up to 1 yard, to a minimum of 0. For every additional 3 mana invested, you can further change the reach by 1 yard.

Lightningform

You can invest 2 mana into the weapon to enable the Electrify and Revert actions, or 2 mana to enable the Shock action.

Action: Electrify

Speed Class: C+

The weapon transforms into pure energy visible as sparks and bolts of electricity. All damage dealt by the weapon becomes lightning damage for the duration. Wherever you hold the weapon maintains its original form. The weapon radiates dim light in a radius of 5 yards.

Action: Revert

Speed Class: B+

The effect of Electrify ends and the weapon returns to its original form.

Action: Shock

Speed Class: B

Stamina: 2

The weapon emits a bolt of energy that strikes a target within 2 yards of its reach. Make an unblockable Arcana (Rsn) attack that deals 1d6 damage against the target.