PRICE LIST
| TYPE | ITEM | PRICE |
|---|---|---|
| Light Melee Weapon | Dagger | 5 silver |
| Light Melee Weapon | Staff | 5 silver |
| Light Melee Weapon | Shortblade | 10 silver |
| Light Melee Weapon | Handhammer | 5 silver |
| Light Melee Weapon | Handaxe | 5 silver |
| Light Melee Weapon | Mace | 10 silver |
| Light Melee Weapon | Javelin | 5 silver |
| Medium Melee Weapon | Spear | 10 silver |
| Medium Melee Weapon | Battleaxe | 10 silver |
| Medium Melee Weapon | Longsword | 20 silver |
| Medium Melee Weapon | Morningstar | 15 silver |
| Medium Melee Weapon | Rapier | 15 silver |
| Medium Melee Weapon | Saber | 15 silver |
| Medium Melee Weapon | Warhammer | 15 silver |
| Heavy Melee Weapon | Greatsword | 30 silver |
| Heavy Melee Weapon | Greathammer | 25 silver |
| Heavy Melee Weapon | Greataxe | 25 silver |
| Heavy Melee Weapon | Glaive | 25 silver |
| Heavy Melee Weapon | Halberd | 25 silver |
| Heavy Melee Weapon | Pike | 25 silver |
| Heavy Melee Weapon | Scimitar | 30 silver |
| Light Ranged Weapon | Sling | 2 silver |
| Light Ranged Weapon | Shortbow | 10 silver |
| Medium Ranged Weapon | Longbow | 20 silver |
| Heavy Ranged Weapon | Crossbow | 30 silver |
| Heavy Ranged Weapon | Arbalest | 40 silver |
| Armor | Light Armor | 20 silver |
| Armor | Medium Armor | 40 silver |
| Armor | Heavy Armor | 60 silver |
| Shield | Armor | 10 silver |
| Equipment | Candle | 1 silver |
| Equipment | Torch | 2 silver |
| Equipment | Lantern | 10 silver |
| Equipment | Ration Pack | 3 silver |
| Equipment | Bandage | 3 silver |
| Equipment | Spirits | 3 silver |
| Equipment | Pack Animal | 50 silver |
| Class Equipment | Healer’s Kit | 10 silver |
| Class Equipment | Potion Kit | 30 silver |
| Class Equipment | Grenadier’s Kit | 40 silver |
MELEE WEAPONS
| Weapon | Traits |
|---|---|
| Dagger | [LIGHT], [P], [THROWN (4”)], [FINESSE] |
| Staff | [LIGHT], [B], [RANGE 2], [LARGE], [FINESSE], [OFFHAND], [PARRY] |
| Shortblade | [LIGHT], [VERSATILE (P/S)], [FINESSE], [PARRY] |
| Handhammer | [LIGHT], [B], [THROWN (4”)], [SHATTER] |
| Handaxe | [LIGHT], [S], [THROWN (4”)], [SPLIT] |
| Mace | [LIGHT], [B], [REND 1] |
| Javelin | [LIGHT], [P], [THROWN (8”)] |
| Whip | [LIGHT], [S], [RANGE 3], [WRAP] |
| Spear | [MEDIUM], [P], [RANGE (2”)] [LARGE] |
| Battleaxe | [MEDIUM], [S], [REND 1], [SPLIT] |
| Longsword | [MEDIUM], [VERSATILE (P/S)], [PARRY] |
| Morningstar | [MEDIUM], [P], [REND 2] |
| Rapier | [MEDIUM], [P], [FINESSE], [PARRY] |
| Saber | [MEDIUM], [S], [FINESSE], [PARRY] |
| Warhammer | [MEDIUM], [VERSATILE (P/B)], [REND 1], [SHATTER] |
| Pollaxe | [MEDIUM], [VERSATILE (S/B)], [REND 1], [RANGE 2] |
| Flail | [MEDIUM], [B], [REND 1], [WRAP] |
| Greatsword | [HEAVY], [LARGE], [VERSATILE (P/S)], [SWEEP], [REND 1] |
| Greathammer | [HEAVY], [B], [LARGE], [REND 3], [SHATTER] |
| Greataxe | [HEAVY], [S], [LARGE], [SWEEP], [REND 2], [SPLIT] |
| Glaive | [HEAVY], [S], [LARGE], [RANGE (2”)], [SWEEP] |
| Halberd | [HEAVY], [VERSATILE (B/S)], [LARGE], [RANGE (3”)], [REND 2] |
| Pike | [HEAVY], [P], [LARGE], [RANGE (3”)], [REND 2] |
| Scimitar | [HEAVY], [S], [LARGE], [FINESSE], [REND 1], [SWEEP], [SPLIT] |
Dual Wielding
Wielding an additional weapon in an offhand allows a character to make an additional attack as part of the attack action. An offhand attack still requires you to spend stat points as normal. Only light weapons can be wielded in an offhand.
Melee Weapons with Range
Melee weapons with range larger than 1” may make attacks against targets within their stated range. Attacks against targets closer then the weapon range have -1 to hit.
Multiple Parry Weapons
Dual wielding two weapons with the [PARRY] trait reduces your dodge DC by two to a minimum of 2+. A character cannot benefit from more than two [PARRY] weapons.
Weapon Mastery
Some classes allow a character to select a weapon mastery. A weapon mastery reduces the attack DC for that weapon by 1. Characters with multiple weapon masteries cannot select the same weapon more than once.
RANGED WEAPONS
| Weapon | Traits |
|---|---|
| Sling | [LIGHT], [B], [RANGE 8”] |
| Shortbow | [LIGHT], [P], [LARGE], [RELOAD 1], [RANGE 15”], [REND 1] |
| Longbow | [MEDIUM], [P], [LARGE] [RELOAD 1], [RANGE 25”], [REND 2] |
| Crossbow | [MEDIUM], [P], [LARGE], [RELOAD 2], [RANGE 20”], [REND 3] |
| Arbalest | [HEAVY], [P], [LARGE], [RELOAD 2], [RANGE 30″], [REND 4] |
Ranged Attacks at Long Range
Ranged weapons can make attacks against targets at a distance up to double their listed range. Attacks made at distances greater than their listed range have -1 to hit.
Ranged Attacks in Melee Range
Making ranged weapon attacks in melee range with an enemy incurs opportunity attacks.
WEAPON and DAMAGE TRAITS
[LIGHT]
Light weapons require one point of FORT to make an attack, hit on a 3+, and deal 1 point of damage.
[MEDIUM]
Medium weapons require one point of FORT to make an attack, hit on a 4+, and deal 2 points of damage.
[HEAVY]
Heavy weapons require two points of FORT to make an attack, hit on a 5+, and deal 3 points of damage.
[BLUDGEONING]
Bludgeoning weapons pummel your foes. When you hit an attack that deals bludgeoning damage against a target of the same size or smaller that target is dazed which increases the target’s dodge check DC by 1 to a maximum of 6+.
[PIERCING]
Piercing weapons can inflict grievous wounds. On an unmodified result of 6 on an attack roll, the attack deals an extra point of damage.
[SLASHING]
Slashing weapons attack in large arcs and are easier to hit with. Slashing weapons have passive reroll 1’s on attacks.
OTHER Traits
[FINESSE]
Melee weapons with the [FINESSE] trait may use Reflex or Fortitude to make attacks.
[OFFHAND]
This weapon can make an offhand attack as if you are dual-wielding as part of the same attack action. Making an [OFFHAND] attack still requires you to spend points per usual.
[LARGE]
Weapons with the [LARGE] trait require two hands to use and cannot be used by [SMALL] creatures. [LARGE] weapons cannot be stored in your inventory and must be carried.
[PARRY]
Weapons with the [PARRY] trait reduce your dodge check DC by 1.
[RELOAD]
Ranged weapons with the [RELOAD] trait require ammunition and a reloading action to fire again. Reloading requires spending fortitude and the total point cost is listed with the trait tag. For example a [RELOAD 2] weapon requires two points of fortitude to reload in a single action.
[REND]
Weapons with the [REND] trait reduce the effectiveness of armor. On a hit the target increases their Health Check DC when rolling to mitigate damage by the [REND] value. For example [REND 2] increases the health check DC of the target by 2 points. Rend cannot increase a Health Check DC above 6+.
[SHATTER]
Weapons with the [SHATTER] trait can be used to destroy armor directly. Declare an attempt to [SHATTER] the target prior to making an attack roll. On a hit, the target makes Health Checks against each point of damage dealt by the attack as normal, but for each failure reduce the target’s AC by one point. This attack does not deal health damage.
[SPLIT]
Weapons with the [SPLIT] trait can be used to destroy a target’s shield. Declare an attempt to [SPLIT] prior to making an attack roll. On a hit, the target makes Health Checks against each point of damage dealt by the attack as normal, but on a failure destroy the target’s shield. This attack does not deal health damage.
[SWEEP]
Melee weapons with the [SWEEP] trait can be used to make a special attack against every target in a 180 degree arc as a single action. Choose a direction for the [SWEEP] and roll one die per target to determine if the attack hits. Spend one additional point of Fortitude or Reflex per additional target. Allocate hits to targets in order along the direction of the [SWEEP]. Using Fortitude to increase the weapon damage applies to all targets.
[THROWN]
Weapons with the [THROWN] trait can be used to make a ranged attack within the [THROWN] range. [THROWN] attacks always use Reflex.
[VERSATILE]
Weapons with the [VERSATILE] trait can deal multiple damage types. When making an attack within a [VERSATILE] weapon, choose one of the listed damage types and declare prior to making an attack roll. For example, a longsword is [VERSATILE (P/S)] so the attacker can choose to make an attack using piercing damage or slashing damage.
[WRAP]
Weapons with the [WRAP] trait ignore the benefits of using a shield. Shield users cannot use the [PROTECT] reaction and do not benefit from the Dodge Check DC and Health Check DC reduction provided by using a shield.
ARMOR
Light Armor
Light armor decreases your Health check DC by 1. To use Light armor your maximum Fortitude must be at least 2.
Medium Armor
Medium armor decreases your health check DC by 2, but increases your Dodge check DC by 1 to a maximum of 6+. To use Medium armor your maximum Fortitude must be at least 4.
Heavy Armor
Heavy armor decreases your Health check DC by 3, but increases your Dodge check DC by 2 to a maximum of 6+. To use Heavy armor your maximum Fortitude must be at least 6.
Shields
A character can use a shield in their offhand which reduces both their Health check DC and Dodge check DC by 1. Characters using a shield may use the [PROTECT] reaction.
[PROTECT]
If a target within 1″ is hit by an [ATTACK] that deals Health damage, spend 1 point of Reflex to make a 2+ Reflex check. On a success, reduce the incoming damage by 1 point.