Warlords Of Kruhl 3e EN:Equipment: Difference between revisions

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Adventurers begin the game with the bare essentials.
Adventurers begin the game with the bare essentials.


* Clothing of modest quality.
* Common clothing of modest quality.
* Sturdy boots or sandals.
* Sturdy boots or sandals.
* A hat, hood, cap, or other headwear.
* A hat, hood, cap, or other headwear.

Revision as of 13:59, 25 April 2021

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 rating of 1, adding 1 to the character's roll when attempting a skill roll.

All equipment requires periodic maintenance, but this usually happens when it is convenient for the character, and needn't be mentioned under ordinary circumstances. 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, but wealthy merchants mint metal coins to facilitate trade. The most common of these coins in human lands are the gold sol, the silver luna, and the copper grain, 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 "gold" (g) 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 10 silver. There are approximately 29 gold to the kilogram.
  • A "silver" (s) 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 10 copper. There are approximately 54 silver to the kilogram.
  • A "copper" (c) is a coin of copper or bronze, large enough to completely cover an adult human's eye (about the size of a US quarter). There are approximately 16 copper to the kilogram.
  • A "copper bit" (cb) is one-quarter of a copper coin. A copper bit is worth roughly enough food to keep one person alive one day (just barely). There are approximately 64 copper bits to the kilogram.

Starting Equipment

Adventurers begin the game with the bare essentials.

  • Common clothing of modest quality.
  • Sturdy boots or sandals.
  • A hat, hood, cap, or other headwear.
  • A knife or dagger.
  • A backpack with a bedroll, a mess kit, a tinderbox, a week's worth of rations, a block of soap, a water skin, and a few personal items of no particular value.
  • 10 + 2d6 silver coins.

Additionally, characters begin the game with one of the following:

  • A bottle of ink, several quill pens, 10 sheets of paper, sealing wax, arcane reference materials in the form of a book or several scrolls, and an arcane focus made of wood or tin (wand, staff, amulet, etc.).
  • A dozen candles, three blocks of incense, a brass incense burner, sacred reference materials in the form of a book or several scrolls, and a sacred focus made of wood or tin (staff, holy symbol, etc.).
  • A suit of chain mail (or any armor of equal or lesser value), a wooden shield, and a combination of hand-to-hand and short range weapons worth up to 25 silver.
  • A suit of leather armor (or any armor of equal or lesser value) and a combination of hand-to-hand and ranged weapons worth up to 175 silver.

Armor

Armor provides protection against damage. The rating of the armor is added to a character's defense roll, unless the attack is unnatural.

Heavier armor restricts a wearer's movements.


Table: Typical armor
Armor Rating Cost Max Agility
Padded 1 5 s 8
Fur loincloth 1 10 s 8
Leather 1 10 s 8
Furs 2 15 s 7
Studded leather 2 25 s 7
Chain briefs 2 100 s 7
Chain shirt 2 100 s 7
Scale bikini 2 100 s 7
Chain mail 3 150 s 6
Scale mail 3 150 s 6
Breastplate 4 200 s 5
Splint mail 4 200 s 5
Banded mail 4 250 s 5
Half plate 5 600 s 4
Full plate 6 1,500 s 3


A masterwork suit of armor triples the cost for that type of armor, increases the rating of the armor by +1, and increases the maximum Agility of the wearer by +1. The masterwork quality can't be added 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 die on all interpersonal skill rolls the next day (Diplomacy, Performance, etc.).

Shields

A shield adds +1 to the rating of the user's 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 Rating Cost Notes
Wooden Shield +1 7 s
Steel Shield +1 20 s
Tower Shield +2 30 s Penalty die on attack rolls


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. Tower shields offer more protection, but are also more cumbersome.

A masterwork shield triples the 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.

Hand-to-hand Weapons

Hand-to-hand weapons are typically useful up to a distance of one meter. The rating of the weapon is added to a character's Hand-to-hand Combat (Brawn) roll.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Hand-to-hand Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack roll. Other weapons are assumed to be one-handed. Someone making a Hand-to-hand Combat roll while holding a one-handed weapon with two hands adds +1 to the rating of the weapon.


Table: Typical hand-to-hand weapons
Weapon Rating 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
Sap 2 1 s bludgeoning
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
Rapier 3 20 s slashing
Scimitar 3 15 s slashing
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 adds the 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 roll.


Table: Short range weapons
Weapon Rating 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), standard action to reload
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 adds the 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 Rating Cost Notes
Bow, short 2 30 s slashing, two-handed, quick action to reload
Bow, long 3 75 s slashing, two-handed, quick action to reload
Crossbow 4 50 s slashing, two-handed, standard action to reload

Other Equipment

When making a skill roll, the character adds rating of the equipment to their roll. Simple or multipurpose equipment, such as a basic lockpick, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of 2. Special-purpose or very high quality equipment, such as a complete alchemical laboratory, would have a rating of 3.


Table: Other equipment
Name Rating 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 cb
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 cb
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 2 cb
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 cb
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 2 cb
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


The 1 rating given for most of the tools here are for the most basic of tools. Professional quality tools double the cost for that type of tool and have a rating of 2, while masterwork tools triple the cost for that type of tool and increase the rating to 3.

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.

Items fashioned from arn are always of masterwork quality, and they have a rating 2 higher than ordinary metal equipment of that type (this includes the +1 rating due to being 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 all magic attacks.

Items made of cold iron cost twice as much as their normal counterparts, impose a maximum Agility of one less, 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 valued as an ornamental wood.

Items fashioned from darkwood are always of masterwork quality, and they have a rating 2 higher than ordinary wooden equipment of that type (this includes the +1 rating due to being 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. Armor and shields fashioned from dragonscale are always of masterwork quality, and they provide a defense bonus die 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, but troll steel has a faintly iridescent green sheen. 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.