Melee Weapons

Melee weapons are divided into Light, Medium, and Heavy classes. Though treated abstractly for mechanical purposes, a player should absolutely detail the specifics of their particular weapons in the fiction.

 

Slots Damage Price Rarity
Unarmed 0 slots 1d3
Light, common 1⁄3 slot 1d6 2d R1
Light, sword 1 slot 1d6 20d R2
Medium, common 1 slot 1d6+MIG/1d8+MIG 10d R2
Medium, sword 1 slot 1d6+MIG/1d8+MIG 100d R3
Heavy, common 2 slots 1d10+MIG 25d R3
Heavy, sword 2 slots 1d10+MIG 250d R4

Unarmed

The punches, kicks, and headbutts of last-resort.

Light, common

Cudgels, simple knifes, light axes, javelins. Can usually be thrown.

Medium, common

Battleaxes, maces, spears, quarterstaves. Can be wielded two-handed for additional damage.

Must be wielded two-handed by Small creatures.

Heavy, common

Polearms, greataxes, warhammers. Must be wielded two-handed.

Cannot be wielded effectively by Small creatures.

Sword

A sword is a special thing. Constructed entirely of hand-forged metal, it is sturdier than other weapons, and is always considered mastercrafted. A sword has social weight, as a symbol of power and authority.

 

A sword must always be given a name.

Ranged Weapons

Ranged weapons are divided into Slings, Bows, and Crossbows.

 

Slots Damage Price Rarity
Sling 1 slot 1d6 2d 1
Bow 1 slot 1d6+AGI 20d 2
Crossbow 1 slot 1d10+AGI 150d 3
Quiver 1 slot 30d 2

Sling

A sling shares it slot with up to 3 stones, which can usually be replenished with a moment of searching.

Bow

Requires a quiver, which takes up another slot. Must be wielded two-handed.

Crossbow

Requires a quiver, which takes up another slot. Must be wielded two-handed.

Requires 1 Round to reload.

Quiver

Ammunition is loosely tracked. A Violence Test of 1 indicates that the Quiver is empty and must be replaced. This results in an average of 20 arrows per Quiver.

Armor

Armor makes a character more difficult to hit, increasing their Defense. It is divided into Light, Medium, and Heavy classes, but a player is encouraged to detail the specifics of their armor in the fiction.

 

Slots Defense Price Rarity
Light 2 slots 12 100d 2
Medium 4 slots 14 500d 3
Heavy 6 slots 16 2500d 4
Shield 1 slot +1 50d 2
Helmet 1 slot +1 50d 3

Light Armor

Gambesons, stiffened linen, arming doublets, rough hides.

 

Takes 1 Round to don or doff.

Medium Armor

Brigadines, mail shirts, scale cuirasses, laminar breastplates.

 

Takes 10 minutes to don or doff. Sleeping while armored imposes Fatigue.

Wearer must Test Might to swim and suffers 1 Bane to stealth.

Heavy Armor

Full mail, lamellar shirts, plate armor.

 

Takes 10 minutes to don or doff. Sleeping while armored imposes Fatigue.

Wearer cannot swim and suffers 2 Banes to stealth.

Shield

May be splintered to reduce incoming damage by 1d12.

Doing so momentarily staggers a character, giving all attacks against them a Boon until the next Round.

Helmet

May be hewn to turn a critical hit into a normal one.

Doing so momentarily staggers a character, giving all attacks against them a Boon until the next Round.

AGI Modifier

Base Defense for an unarmored humanoid is 10+AGI. Each class of armor worn reduces the influence of the AGI modifier by 1, positive or negative, until it reaches 0.

 

For example, a character with 16 Agility would have 12 Defense (10+2) with no armor, 13 Defense (12+1) with Light armor, 14 Defense (14+0) with Medium armor, and 16 Defense (16+0) with Heavy armor.

Notches

Armor and Melee Weapons are damaged by use over time. Each time this happens, the item is Notched. Notches can be triggered by rolling damage or by a critical miss.

 

A skilled craftsman can repair Notches for half the cost of the original item.

Quality

A weapon’s Quality determines the maximum number of Notches it can hold before breaking. Once this limit is reached, the weapon breaks the next time it is Notched. Broken weapons are useless and cannot be easily repaired.

 

Armor’s Quality determines the maximum number of Notches each slot can hold before breaking. Once this limit is reached, the armor loses 1 Defense and becomes 1 slot lighter. This does not change the class of the armor, but heavier armors are more resilient to damage than lighter armors. If an armor’s Defense is ever reduced to 10, it is completely broken and cannot be repaired.

 

A Fragile/Improvised item can hold 0 Notches and breaks the first time it is Notched.

A Standard item can hold 1 Notch before breaking.

A Mastercrafted item can hold 2 Notches before breaking. It costs double the base price and has +1 Rarity.