Difference between revisions of "Priest Soldier Sorcerer Spy 3e EN:Equipment"

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==Other Equipment==
 
==Other Equipment==
  
When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such a basic lickpick, generally have a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.
+
When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a basic lockpick, generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.
  
  

Latest revision as of 07:39, 9 July 2019

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, create a disguise, entertain a crowd, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a power level (PL) rating of 1, adding 1 to the character's roll when attempting a skill roll.

Nothing physically prevents a Priest Soldier Sorcerer Spy character from carrying weapons or wearing armor: there is no character point cost associated with ordinary weaponry and armor. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character. If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Currency

Barter is the most common form of exchange in Archaea, but the more wealthy merchants mint metal coins to facilitate trade. The most common of these coins in human lands are the gold jin, the silver yin, and the copper tong, but every variety of coin in every land has a different proper name. For this reason, coins are often referred to as simply "gold", "silver", and "copper", particularly by travelers who have no interest in remembering the official names for dozens of different coins.

  • A "copper" is a coin of copper or bronze, large enough to completely cover an adult human's eye (about the size of a US quarter). A copper is worth roughly enough food to keep one person alive one day (just barely). There are approximately 16 copper to the kilogram.
  • A "silver" is a coin of silver, large enough to cover the sun when held at arm's length (about the size of a US dime). A silver is worth 30 copper (roughly enough food to keep one person alive one month). There are approximately 54 silver to the kilogram.
  • A "gold" is a coin of gold or (more commonly) gold mixed with silver, large enough to cover the sun when held at arm's length (about the size of a US dime). A gold is worth 12 silver (roughly enough food to keep one person alive one year). There are approximately 29 gold to the kilogram.


Table: Currency conversion
Coin Gold Silver Copper Per kg
Gold 1 12 360 29
Silver 1/12 1 30 54
Copper 1/360 1/30 1 16


Converting From Other Games

Most other fantasy games do not use this system for currency. Most fantasy games use a gold piece as the standard unit of currency, rather than silver, and most fantasy games use a decimal system, so that 1 gold equals 10 silver, and 1 silver equals 10 copper. If you wish to convert prices or characters from another game system into Priest Soldier Sorcerer Spy, use the following conversion table:


Table: Currency conversion from other fantasy games
Other Fantasy
Game
Bog-Standard
Fantasy
1 gold 1 silver
1 silver 4 copper
3 copper 1 copper

Armor

Armor provides protection against most forms of tangible (not mental) damage. The defense roll of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the armor.


Table: Typical armor
Armor PL Cost
Padded 1 5 s
Leather 1 10 s
Furs 2 15 s
Studded leather 2 25 s
Chain briefs 2 100 s
Chain shirt 2 100 s
Scale bikini 2 100 s
Chain mail 3 150 s
Scale mail 3 150 s
Breastplate 4 200 s
Splint mail 4 200 s
Banded mail 4 250 s
Half plate 5 600 s
Full plate 6 1,500 s


A masterwork suit of armor costs an extra 150 silver in addition to the normal cost for that type of armor, and increases the PL of the armor by +1. You can't add the masterwork quality to armor after it is created; it must be crafted as a masterwork item.

Characters who sleep in their armor are usually grumpy when they wake up: they incur a penalty on all interpersonal skill rolls the next day (Deception, Performance, etc.).

Shields

A shield adds +1 to the power level (PL) of the user's conventional armor, but it occupies one of the user's hands. A character can only benefit from one shield, regardless of how many hands they have.


Table: Typical shields
Shield PL Cost
Wooden Shield +1 7 s
Steel Shield +1 20 s


Wooden shields and steel shields offer the same protection, but have slightly different qualities out of combat (for example, wood floats). Choosing one material over the other is a matter of personal preference.

A masterwork shield costs an extra 100 silver in addition to the normal cost for that type of shield, and reduces the weight of the shield by 50%. This has no effect on combat, but it makes carrying the shield more pleasant.

Close Combat Weapons

Close combat weapons are typically useful up to a distance of one meter. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Close Combat (Brawn) roll, the character may add the power level (PL) rating of the weapon to their roll.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Close Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Typical close combat weapons
Weapon PL Cost Notes
Dagger 1 2 s slashing, short range (10 m)
Hammer, light 1 1 s bludgeoning, short range (10 m)
Kama 2 2 s slashing
Kukri 1 8 s slashing
Pick, light 1 4 s slashing
Sai 1 1 s bludgeoning, short range (10 m)
Spiked glove 1 5 s slashing
Whip 1 1 s slashing
Axe, hand 2 6 s slashing
Axe, throwing 2 8 s slashing, short range (10 m)
Club 2 bludgeoning
Mace, light 2 5 s bludgeoning
Nunchaku 2 2 s bludgeoning, two-handed
Pick, heavy 2 8 s slashing
Quarterstaff 2 bludgeoning, two-handed, no sweep attack penalty1
Rapier 2 20 s slashing
Sap 2 1 s bludgeoning
Scimitar 2 15 s slashing
Sickle 2 6 s slashing
Spear, short 2 1 s slashing, short range (10 m)
Sword, short 2 10 s slashing
Axe, battle 3 10 s slashing
Flail 3 8 s bludgeoning
Guisarme 3 9 s slashing, two-handed
Hammer, war 3 12 s bludgeoning
Lance 3 10 s slashing, two-handed
Mace, heavy 3 12 s bludgeoning
Morning Star 3 8 s bludgeoning and slashing
Ranseur 3 10 s slashing, two-handed
Scythe 3 18 s slashing, two-handed, no sweep attack penalty1
Spear 3 2 s slashing, short range (10 m), two-handed
Sword 3 15 s slashing
Trident 3 15 s slashing, short range (10 m)
Club, great 4 5 s bludgeoning, two-handed
Flail, heavy 4 15 s bludgeoning, two-handed
Glaive 4 8 s slashing, two-handed
Halberd 4 10 s slashing, two-handed, no sweep attack penalty1
Sword, bastard 4 35 s slashing
Axe, great 5 20 s slashing, two-handed
Sword, great 5 50 s slashing, two-handed, no sweep attack penalty1
  1. Sweep Attack


Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Short range weapons
Weapon PL Cost Notes
Net 0 20 s bludgeoning, short range (10 m), two-handed
Shuriken 0 6 c slashing, short range (10 m)
Bolas 1 5 s bludgeoning, short range (10 m)
Crossbow, hand 1 100 s slashing, short range (10 m), two-handed
Dagger 1 2 s slashing, short range (10 m)
Dart 1 15 c slashing, short range (10 m)
Hammer, light 1 1 s bludgeoning, short range (10 m)
Sai 1 1 s bludgeoning, short range (10 m)
Sling 1 bludgeoning, short range (10 m), two-handed
Axe, throwing 2 8 s slashing, short range (10 m)
Boomerang 2 5 s bludgeoning, short range (10 m)
Javelin 2 1 s slashing, short range (10 m)
Spear, short 2 1 s slashing, short range (10 m)
Spear 3 2 s slashing, short range (10 m), two-handed
Trident 3 15 s slashing, short range (10 m)


Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Medium range weapons
Weapon PL Cost Notes
Bow, short 2 30 s slashing, two-handed
Bow, long 3 75 s slashing, two-handed
Crossbow 4 50 s slashing, two-handed


Other Equipment

When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a basic lockpick, generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.


Table: Other equipment
Name PL Cost
Abacus 2 s
Acid (vial) 5 24 s
Alchemist's supplies 1 60 s
Amulet 6 s
Antitoxin (vial) 60 s
Arrows (20) 1 s
Backpack 2 s
Bagpipes 1 36 s
Ball bearings (bag of 1,000) 1 s
Barrel 2 s
Basket 14 c
Bedroll 1 s
Bell 1 s
Blanket 17 c
Block and tackle 1 s
Blowgun needles (50) 1 s
Book 24 s
Bottle, glass 2 s
Bowyer's/fletcher's tools 1 1 s
Brewer's supplies 1 24 s
Bucket 2 c
Calligrapher's supplies 1 9 s
Caltrops (bag of 20) 1 s
Camel 60 s
Candle 1 c
Carpenter's tools 1 12 s
Cartographer's tools 1 6 s
Case, crossbow bolt 1 s
Case, map or scroll 1 s
Chain (4 m) 6 s
Chalk (1 piece) 1 c
Chest 6 s
Climber's kit 1 24 s
Clothes, common 17 c
Clothes, costume 6 s
Clothes, fine 12 s
Clothes, traveler's 2 s
Cobbler's tools 1 1 s
Component pouch 24 s
Cook's utensils 1 36 s
Crossbow bolts (20) 1 s
Crowbar 2 s
Dice set 4 c
Disguise kit 1 24 s
Disguise kit 1 24 s
Dog, hunting 12 s
Dog, war 24 s
Donkey or mule 9 s
Drum 1 7 s
Dulcimer 1 24 s
Elephant 225 s
Emblem 6 s
Fishing tackle 1 1 s
Flask or tankard 1 c
Flute 1 2 s
Forgery kit 1 12 s
Glassblower's tools 1 24 s
Grappling hook 2 s
Hammer 1 s
Hammer, sledge 2 s
Healer's kit 1 6 s
Herbalism kit 1 6 s
Holy water (flask) 24 s
Horn 1 3 s
Horse, draft 60 s
Horse, riding 90 s
Horse, war 450 s
Hourglass 24 s
Hunting trap 6 s
Ink (30 ml bottle) 11 s
Ink pen 1 1 c
Jeweler's tools 1 7 s
Jug or pitcher 1 c
Ladder (3 meters) 4 c
Lamp 17 c
Lantern, bullseye 11 s
Lantern, hooded 6 s
Leatherworker's tools 1 11 s
Lock 1 11 s
Lute 1 36 s
Lyre 1 36 s
Magnifying glass 100 s
Manacles 1 2 s
Mason's tools 1 11 s
Mess kit 1 7 c
Mirror, steel 6 s
Navigator's tools 1 24 s
Oil (flask) 4 c
Painter's supplies 1 11 s
Pan flute 1 12 s
Paper (one sheet) 4 c
Perfume (vial) 6 s
Pick, miner's 2 s
Piton 2 c
Playing card set 17 c
Poison, basic (vial) 3 100 s
Poisoner's kit 1 60 s
Pole (3 meters) 2 c
Pony 36 s
Pot, iron 2 s
Potion of healing 1 60 s
Potter's tools 1 11 s
Pouch 17 c
Quiver 1 s
Ram, portable 4 s
Rations (1 day) 17 c
Reliquary 6 s
Robes 1 s
Rope, hemp (15 m) 1 s
Rope, silk (15 m) 11 s
Sack 1 c
Scale, merchant's 1 6 s
Sealing wax 17 c
Shawm 1 2 s
Shovel 2 s
Signal whistle 2 c
Signet ring 6 s
Sling bullets (20) 2 c
Smith's tools 1 24 s
Soap 1 c
Spellbook (blank) 60 s
Spikes, iron (10) 1 s
Spyglass 1000 s
Tent, two-person 2 s
Thieves' tools 1 24 s
Tinderbox 17 c
Tinker's tools 1 60 s
Torch 1 c
Vellum (one sheet) 7 c
Vial (empty) 1 s
Viol 1 36 s
Waterskin 7 c
Weaver's tools 1 1 s
Woodcarver's tools 1 1 s


Special Materials

Some substances have innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material.

Each of the special materials described below has a game effect. For example, some creatures are vulnerable to weapons of a particular material, and some materials are lighter or stronger than their conventional equivalents.

Arn

Arn is the among the rarest of metals. Arn is a lustrous silvery-white metal harder than steel, but which has less than half the weight of steel. Among its other unusual properties, arn does not rust or corrode, and it is not magnetic. A cunningly wrought arnsword is an heirloom that will be passed from generation to generation. Bitter feuds have been fought between siblings over the disposition of an arnsword after their parents' passing from this world. The only known source of arn is in the Cities Of The Dead in the wastelands of Khulthea, where arn and death are both easy to find.

Items fashioned from arn are always of masterwork quality, and they have a PL 2 higher than ordinary metal equipment of that type (this includes the +1 PL benefit of masterwork quality).

Items made of arn cost one hundred times as much as their normal metal counterparts, but they are not normally available for purchase.

Cold Iron

"Cold iron" is a poetic term for pure iron. It is uncommon because iron of this purity is difficult to produce, and because mixing iron with other materials (such as carbon) produces a superior metal. For example, cold iron does not hold an edge as well as steel, wrought iron, or even bronze.

Weapons made from cold iron are known to be effective against certain supernatural creatures, and armor made from cold iron provides a defense bonus against magic.

Items made of cold iron cost twice as much as their normal counterparts, and they can't be enchanted.

Darkwood

Darkwood is a rare wood native to the jungles of Mrisinnia, as flexible as yew but as hard as stone, with a distinctive red-black grain. A darkwood weapon weighs twice as much as a normal wooden item of that type, and it is one of the few woods that sinks in water. Due to its very high density, fine texture, and ability to polish very smoothly, darkwood is very valuable as an ornamental wood.

Items fashioned from darkwood are always of masterwork quality, and they have a PL 2 higher than ordinary wooden equipment of that type (this includes the +1 PL benefit of masterwork quality).

Items made of darkwood cost ten times as much as their normal wooden counterparts, but they are not normally available for purchase.

Dragonscale

Armorsmiths can work with the scales of dragons to produce armor and shields. Dragon scales are as hard as steel, but have less than half the weight. One adult dragon produces enough scales for a single suit of full plate and a heavy shield, or two suits of scale mail and two light shields.

Armor and shields fashioned from dragonscale are always of masterwork quality, and they provide a defense bonus against acid, cold, fire, and lightning attacks.

Items made of dragonscale cost fifty times as much as their normal counterparts, but they are not normally available for purchase.

Troll Steel

Troll steel is the among the rarest of metals. According to legend, trolls are capable of healing from nearly any injury, including the complete loss of limbs or severe damage to their vital organs. It is said that troll steel was invented by trolls so that they could make war upon each other. The only known sources of troll steel are weapons which were forged at the dawn of the Third World. Troll steel is in most ways indistinguishable from conventional steel. However, weapons made from troll steel are always of masterwork quality.

Injuries inflicted by troll steel heal at one-tenth the normal rate, and they can't be healed by magic nor by any supernatural means. Troll steel weapons can't be enchanted, nor can troll steel be alloyed with other metals.

Due to its unusual properties, possession of a troll steel weapon is illegal in most civilized areas. In the Seven Cities, for example, it is a serious crime to own a troll steel weapon, and a capital offense to use or brandish one. There are two notable exceptions to this general prohibition. First, executioners acting in an official capacity may use troll steel to perform their grisly duties, though few executioners actually own a troll steel weapon. Second, priests of the cult of Morganthe may use troll steel as part of their rites and rituals; for this reason, troll steel weapons are sometimes called "Morganthe blades".

Troll steel is not normally available for purchase. If a troll steel weapon could be found and the owner could be persuaded to sell it, the cost would likely be one thousand times as much as a normal weapon of that type.