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Clothes and Accessories                 Beer & Other Good Drink                 Foodstuffs                 Spices                 Containers & Storage Items                 Tools & Professional Equipment                 Musical Instruments                 Light & Writing Supplies                 Frontier Provisioning                 Mounts & Livestock                 Livery, Vehicles, & Gear for Animals                 Magical & Odds-&-Ends                 Armour                 Weaponry


Equipment


Prices are listed in the coins of the Kingdom of Formour. This is the approximate average cost for the listed goods & services. These prices will vary based on location, availability, demand, and other economic factors. Prices for other countries will need to be converted for their respective nations. For quick exchanges, a Formourian florin and a Bizzannite ducat are worth the same amount, and three of these coins are about an ounce of Heldannic/Osterrean hacksilver.




Clothes and Accessories

Belt            
      Normal       2 flourins
      Bandolier       3 flourins
      Extra-wide       4 flourins
      Reinforced (sword-belt)       3 flourins
Boots
      Cloth       1 guilder
      Hip high       7 guilder
      Knee high (riding)       5 guilder
      Leather (normal)       2 guilder
      Low soft leather       2 guilder
      Work       3 guilder
Cape
      Full       15 flourins
      Half       2 guilder
Cloak       1 guilder
Cloak pin/Brooch       3 guilder
Dress
      Common       3 guilder
      Elaborate       30+ guilder
      Shift (simple one-piece)       5 flourins
      Satin       60+ guilder
      Silk       80+ guilder
Earrings
      Big & gaudy, per pair       5 flourins
      Guilder, hoop, per pair       2 guilder
      Guilder, small, per pair       1 guilder
      Silver, hoop, per pair       1 guilder
      Silver, small, per pair       10 flourins
Gloves
      Archer's, each       4 flourins
                    Per pair, with tab8 flourins
      Heavy winter, per pair       1 guilder
      Leather, per pair       6 flourins
      Cloth, per pair       2 flourins
      Fingerless &/or reinforced
                    Each       10 flourins
                    Per pair       1 guilder
Handkerchief, silk       2 flourins
Hat             Fur       2 guilder
      Large brim (i.e. cowboy)       1 guilder
      No brim
(i.e. cap, pullover, or touque)       2 guilder
      Short brim (i.e. bowler)       15 flourins
      Straw       4 farthings
Hose       6 flourins
Jacket
      Fur       7 guilder
      Leather, heavy winter       4 guilder
      Leather, light       2 guilder
      Leather, reinforced (armour)       70 guilder
      Silk       60 guilder
      Trench coat, heavy cloth       3 guilder
      Trench coat, leather       5 guilder
      Wool       2 guilder
Jester's hat
(with bells)       10 flourins
Jester's outfit       2 guilder
Kilt       2 guilder
Mantle
      Cloth       3 guilder
      Leather       5 guilder
Mittens
      Normal cloth, per pair       2 flourins
      Heavy leather, per pair       10 flourins
Night robe       6 flourins
Nightgown       5 flourins
Pants
      Cotton, denim       2 guilder
      Cotton, soft       1 guilder
      Linen       1 guilder
      Velvet       40 guilder
      Wool       2 guilder
Purse
      Foet       120 guilder
      Leather       10 flourins
      Linen       3 flourins
      Satin       8 guilder
      Silk (non-sow)       60 guilder
      Small½ cost as per material
      Velvet       5 guilder
Robe
      Embroidered       10+ guilder to cost of material
      Fur-trimmed       6 guilder
      Heavy       3 guilder
      Hooded       4 guilder
      Light       2 guilder
      Silk       30 guilder
Sandals       1 guilder
Sash       1 flourin
Scabbard
      Axe       5 guilder
      Long sword       15 guilder
      Knife/dagger       2 guilder
      Short sword       10 guilder
Scarf       18 flourins
Shirt
      Linen       2 farthings
      Cotton       4 farthings
      Sackcloth       3 farthings
      Satin       20 guilder
      Wool       4 farthings
Shoes       5 guilder
Signet ring       30 guilder
Skirt       4 farthings
Socks, per pair       2 farthings
Surcoat       10 guilder
Tunic       8 farthings
Vest
      Cloth       10 flourins
      Leather       2 guilder

Socks help keep you from getting blisters from long marches. Cotton is better for wicking away sweat, but wool has the unique property that it retains its warmth even when wet. Cotton is better for warm climates & wool for cold. Both are the same price.




Beer and Other Good Drink

Ale
      Large barrel, 50 gallon       10 guilder
      Small barrel, 5 gallons       5 guilder
      1 pint       1 flourin
Dwarven Ale
      Large barrel, 50 gallons       100 guilder
      Small barrel, 5 gallons       10 guilder
      Pint       1 guilder
Beer
      Bock, 1 pint       2 flourins
      Dark, 1 pint       1 flourin
      Light, 1 pint       5 farthings
Brandy, 1 pint       10 flourins
      Shot       1 flourin
Cider
      Barrel, 30 gallons       1 guilder
      Cask, 12 gallons       4 flourins
      Hand keg, 2 gallons       1 flourin
Cider, hard
      Barrel, 30 gallons       2 guilder
      Cask, 12 gallons       8 flourins
      Hand keg, 2 gallons       2 flourins
Mead
      Honey, pint       5 flourins
Rum
      Dark, per pint       7 flourins
      Dark, per shot       14 farthings
      Light, per pint       5 flourins
      Light, per shot       10 farthings
Wine
      Excellent, large barrel       25 guilder
      Fair, large barrel       5 guilder
      Excellent, small barrel       25 flourins
      Fair, small barrel       5 flourins
      Excellent, 1 gallon       5 flourins
      Fair, 1 gallon       1 farthing
Wine, spiced
      Barrel, 30 gallons       5 guilder
      Cask, 12 gallons       2 guilder
      Keg, 2 gallons       4 flourins




Foodstuffs

Almonds, per lbs.       3 guilder
Apples, per lbs.       1 guilder
Applebutter, per pint       5 flourins
Apricots, per lbs.       15 guilder
Artichokes, ground, per lbs.       200 guilder
Barley, 10 lbs.       7 flourins
Blackberry butter, per pint       7 flourins
Bread, per loaf
      Rye       6 farthings
      Sourdough       7 farthings
      Wheat       5 farthings
Corn       3 farthings
Ginger       1 guilder
Hard Tack rolls       10 farthings/ dozen
Beef, per lbs.
      Corned       3 guilder
      Dried       5 guilder
      Jerked       7 guilder
      Sausage       2 guilder
      Smoked       4 guilder
Brandied Fruits, per Pint
      Cherries       2 guilder
      Grapes       5 guilder
      Mixed Fruits       1 guilder
      Raspberries       3 guilder
      Spiced Pears       4 guilder
      Spiced Plums       3 guilder
      Strawberries       2 guilder
Buffalo, per lbs.
      Dried       30 guilder
      Jerked       42 guilder
Butter, per lbs.       2 flourins
Butternuts, per lbs.       200 guilder
Candied Fruits and Herbs, per oz.
      Apricots       5 guilder
      Carrots       5 flourins
      Cherries       5 flourins
      Honeyed ginger       50 guilder
      Mint       7 flourins
      Orange Peel       5 guilder
Carrots, per oz.       1 guilder
Cashews, per oz.       4 flourins
Cheese, Cheddar
      Wheel, 1 lbs.       4 flourins
      Whey, 100 lbs.       5 guilder
Cheese, Nut
      Wheel, 1 lb.       1 guilder
      Whey, 100 lbs.       50 guilder
Cheese, Pepper
      Wheel, 1 lb.       5 flourins
      Whey, 100 lbs.       45 guilder
Cherries, per oz.       5 flourins
Chestnuts, per lbs.       1 guilder
Chillies
      Ground, oz.       20 guilder
      Whole, per lbs.       100 guilder
Cocoa, per lbs.       100 guilder
Cod, per lbs.
      Salted       5 guilder
      Smoked       7 guilder
Coffee, per lbs.       50 guilder
Coffee, Dwarven, per lbs.       150 guilder
Corn, per Sack       4 flourins
Crab, per lbs.       30 guilder
Eggs, per 100       8 flourins
Eggs, per 24       2 flourins
Egg
      Chicken       3 farthings
      Duck       1 flourin
      Ostrich       50 guilder
      Snake       5 guilder
      Turtle       7 guilder
Elderberries, per oz.       1 flourin
Figs, 1 lb.       3 flourins
Flour, 10 lbs. Sack
      Barley       5 farthings
      Corn       3 farthings
      Rye       4 farthings
      Wheat       3 farthings
Fruit cheeses, per pint
      Apple       1 flourin
      Blackberry       1 guilder
      Damson plum       5 flourins
      Gooseberry       6 flourins
Grain, 50 lbs. barrel       5 guilder
Green beans, per oz.       2 guilder
Green Peas, per lbs.       2 flourins
Haggis       5 guilder
Hazelnuts, per lbs.       5 guilder
Herring, per lbs.
      Pickled       3 guilder
      Salted       5 guilder
Honey, per pint
      Lavender       1 guilder
      Parsley       3 flourins
      Rose Petal       5 flourins
Jam, per pint
      Apricot & Almond       20 guilder
      Elderberry       7 flourins
      Gooseberry       1 guilder
      Rose petal       1 guilder
      Strawberry       3 flourins
Jellies, per pint
      Basil       5 flourins
      Crab-apple       3 flourins
      Lemon       5 guilder
      Mint       2 flourins
      Rosemary       5 flourins
      Sage       4 flourins
      Wine       1 guilder
Juice, per pint
      Apple       1 farthing
      Grape       2 farthings
      Orange       1 farthing
      Tomato       3 farthings
Lard, pint       5 farthings
Lobster tail, meal       2 flourins
Maple Sugar, per lbs.       75 guilder
Marmalades, per pint
      Ginger       20 guilder
      Orange       15 guilder
Meat, Fresh, per lbs.       1 guilder
Milk, per pint
      Cow       5 flourins
      Goat       7 flourins
      Mare       15 flourins
Molasses, per pt       5 flourins
Mushrooms, per oz.       5 guilder
Nuts, ground, per lbs.       30 guilder
Noodles, per lbs.       15 guilder
Oil, per gallon
      Almond       10 guilder
      Hazelnut       3 guilder
      Olive       5 guilder
      Sesame       10 guilder
      Sunflower       3 flourins
      Walnut       2 guilder
Peaches, per lbs.       15 guilder
Pears, per lbs.       5 guilder
Pear butter, per pint       6 flourins
Pecans, per lbs.       150 guilder
Pickled fish, (small Barrel)       3 guilder
Pineapple, dried       300 guilder
Pine nuts, per lbs.       10 guilder
Pistachios, per lbs.       15 guilder
Pork, per lbs.
      Bacon       4 guilder
      Ham       5 guilder
      Salted       3 guilder
      Sausage       1 guilder
Preserves, per pint
      Cherry       4 flourins
      Raspberry       5 flourins
      Strawberry       5 flourins
Prunes, per lbs.       3 guilder
Pumpkin seeds, per oz.       30 guilder
Raisins, per lbs.       2 flourins
Rice, per lbs.       1 flourin
Rice Cake, per week       5 flourins
Rice candies, each       1 ha' penny
Roast Chicken       5 flourins
Roast Duck       8 flourins
Roast Goose       7 guilder
Roast Ostrich       500 guilder
Roast Pheasant       5 guilder
Roast Turkey       3 guilder
Rye, per 10 lbs. sack       7 flourins
Salmon, per lbs.
      Salted       10 guilder
      Smoked       15 guilder
Salt Pork, per lbs.       4 flourins
Sardines, per lbs.       4 guilder
Sarsaparilla, per oz.       10 guilder
Smoked Meat, per lbs.
      Bear       20 flourins
      Beef       5 flourins
      Ham       7 flourins
      Shark       15 flourins
      Venison       17 flourins
Snake, Fried       3 flourins
Steak
      Beef       10 flourins
      Eel       4 guilder
      Lizard, large       2 guilder
      Shark       3 guilder
      Venison       6 guilder
Stew, per pot
      Beef       4 flourins
      Otter       15 flourins
      Rabbit       3 flourins
      Snake       5 flourins
      Wolf       8 flourins
Sugar, per lbs.
      Brown       1 guilder
      Lavender       10 guilder
      Lemon       15 guilder
      Orange       15 guilder
      Powdered       5 guilder
      Raw, cane or beet       5 flourins
      Rose       7 guilder
      Violet       8 guilder
Tea, per lbs.       10 flourins
      Elven       60 flourins
Tomato, per pint       10 guilder
Tortilla, per 2 dozen       25 farthings
Vanilla, per bean       100 guilder
Walnut per lbs.       3 flourins
Walnuts, Black, per lbs.       100 guilder
Wheat, per 10 lbs. sack       5 flourins




Spices

Arsenic, 1 sprig       10 flourins
Belladonna, 1 sprig       4 flourins
Catnip, 1 sprig       20 farthings
Cinnamon, per stick       10 farthings
Garlic, 1 bud       5 farthings
Ginger, 1 root       30 farthings
Herbs, per lbs.       5 farthings
Holly, per sprig       5 flourins
Mandrake, root       25 flourins
Mistletoe, sprig       10 flourins
Nightshade, sprig       15 flourins
Pepper, 1 oz.       5 flourins
Saffron, per 1 oz.       15 guilder
Salt, per lbs.       1 flourin
Salt, per 150 1 lb. Bricks       100 guilder
Wolfsbane, per sprig       10 flourins

Cigarettes: cost—2-5 flourins per pack. The best tobacco is from southern Formour. The Goths have their own variety—cloves.




Containers & Storage Items

Bag, cloth, holds 10-50 coins       7 farthings
Bag, cloth, tiny       2 farthings
Backpack
      Leather       2 guilder
      Wicker       5 farthings
Barrel, wooden
      Small, holds 5 gallons       1 guilder
      Small, holds 30 gallons       2 guilder
      Medium, holds 40 gallons       4 guilder
      Large, holds 50 gallons       5 guilder
      Large, holds 60 gallons       6 guilder
Basket
      Wicker, small       2 farthings
      Wicker, large       4 farthings
Bottle
      Ceramic, holds 32 oz.       3 flourins
      Glass, holds 32 oz.       8 flourins
      Crystal, hold 32 oz.       3 guilder
Box, ornamental
      Lacquer       8 guilder
      Sandalwood       5 guilder
      Silk-lined       5 guilder
Bucket
      Canvas, holds 3 gallons       3 flourins
      Leather, holds 3 gallons       5 flourins
      Wooden, holds 1 gallon       8 flourins
Cabinet       3-8 guilder
Case, map or scroll       1 guilder
Cask
      Wooden, small, holds 50 gallons       3 guilder
      Wooden, small, holds 5 gallons       1 guilder
Chest
      Armoured       10 guilder
      Common, wooden, large       8 flourins
      Common, wooden, small       3 flourins
Drums , metal
      200 gal.       15 guilder
      100 gal.       10 guilder
Flask, hold 16 oz.
      Ceramic       2 flourins
      Clay       1 flourin
      Crystal       15 flourins
      Glass       10 flourins
      Silver       20 guilder
      Steel       3 guilder
Jars, stoppered ceramic
      2 oz.       3 farthings
      4 oz.       4 farthings
      6 oz.       5 farthings
      8 oz.       6 farthings
      10 oz.       7 farthings
      12 oz.       8 farthings
      14 oz.       9 farthings
      16 oz.       1 flourin
      20 oz.       13 farthings
      24 oz.       15 farthings
      32 oz. (1 quart)       2 flourins
      64 oz. (2 quart)       5 flourins
      128 oz. (1 gallon)       1 guilder
Keg
      Wooden, large, holds 25 gallons       45 flourins
      Wooden, small, holds 5 gallons       15 flourins
Pail
      Metal, holds 1 gallon       10 flourins
      Wooden, holds 1 gallon       7 flourins
Pitcher, clay       2 farthings
Pot, iron       5 flourins
Pouch, belt
      Cloth, large, holds 100 coins       5 flourins
      Cloth, small, holds 50 coins       10 flourins
      Leather, large, holds 100 coins       1 guilder
      Leather, small, holds 50 coins       15 flourins
Quiver, arrow
      Large, holds 24 arrows       1 guilder
      Small, holds 12 arrows       7 flourins
Quarrel
      Hand, holds 30 bolts       3 guilder
      Large, holds 40 bolts       1 guilder
      Small, holds 20 bolts       15 flourins
      Siege, hold 10 bolts       5 guilder
Rucksack       1 guilder
Sack
      Cloth, large, holds 300 coins       40 farthings
      Cloth, small, holds 50 coins       16 farthings
      Leather, large, holds 450 coins       45 farthings
      Leather, small, holds 75 coins       20 farthings
Skins (1 quart capacity)
      Oil       5 flourins
      Water       1 guilder
      Wine       1 guilder
Tankard or mug       2 farthings




Tools & Professional Equipment

Acid, etching (flask)       10 guilder
Alchemist's lab       500 guilder
Artist's tools       15 guilder.
Bell       1 guilder
Block and tackle       5 guilder
Climber's harness (with cleats)       80 guilder
Craftsman's tools       50 guilder
Crowbar       2 guilder
First-aid kit       50 guilder
Fishhook       1 flourin
Fishing net, 25 sq. ft.       4 guilder
Grappling hook       1 guilder
Hammer       5 flourins
Hourglass       25 guilder
Ladder, 10-foot       5 farthings
Lock
      Simple       20 guilder
      Standard       40 guilder
      Superior       150 guilder
Lockpick set       130 guilder
Make-up kit, actor's       50 guilder
Oil, weapon polishing (3 ounce)       1 florin
Pick, miner's       3 guilder
      Piton       1 flourin
Pole, 10-foot       2 flourins
Polish, boot/leather       1 florin
Scale, merchant's       2 guilder
Sewing needle       5 flourins
Shackles       15 guilder
Shackles, superior       50 guilder
Sledge       1 guilder
Spade or shovel       2 guilder
Whetstone       2 farthings




Musical Instruments

Bagpipes, Heldannic       60 guilder
Chimes       2 guilder
Drum,       4 guilder
Fife,       5 guilder
Flute,       15 guilder
Gong,       5 guilder
Harp,       75 guilder
Horn,       6 guilder
Lute,       25 guilder
Lyre,       200 guilder
Mandolin,       28 guilder
Pan pipes,       5 guilder
Recorder,       6 guilder
Slide whistle       1 guilder
Violin       200 guilder




Light and Writing Supplies

Candle       1 farthing
Charcoal (per pound)       12 flourins
Firewood (per day)       1 farthing
Flint and steel       1 guilder
Lamp, common       1 flourin
Lantern, bullseye       12 guilder
Lantern, hooded       7 guilder
Oil, lamp (1-pint flask)       1 flourin
Tinder box
      (flint, steel, kindling)       3 guilder
Torch
      Treated (ez light, 3 hrs)       3 farthings
      Untreated (45 minutes)       1 farthing
Brush, common       10 flourins
Brush, sable hair       2 guilder
Chalk, 1 piece       1 farthing
Charcoal stick       1 farthing
      Earthen tones (2 oz.)       10 guilder
      Bright colours (2 oz.)       20 guilder
Ink, black (1 oz. vial)       8 guilder
Ink, coloured (1 oz. vial)       12 guilder
Paper (sheet)       4 flourins
Parchment (sheet)       2 flourins
Pen, quill       3 farthings
Pen, wooden       8 flourins
Powder pigments
Sealing wax       1 guilder
Signet ring       5 guilder
Slate board       2 guilder
Workbook or journal,
      100 pages (blank)       50 guilder




Frontier Provisioning

Bedroll       2 flourins
Blanket, winter       5 flourins
Caltrops, bag       1 guilder
Canvas (sq. yd.)       1 flourin
Chain (10 ft.)       30 guilder
Cloth (10 sq. yds.)
      Common       7 guilder
      Fine       100 guilder
      Good quality       20 guilder
Hammock       8 guilder
Magnifying glass       50 guilder
Mirror, small steel       10 guilder
Rope, Elven (50 ft.)       50 guilder
Rope, hemp (50 ft.)       1 guilder
Rope, silk (50 ft.)       10 guilder
Shovel, folding       10 guilder
Signal whistle       8 flourins
Skis, snow (Telemark)       40 guilder
Soap (per lb.)       5 flourins
Spyglass       500 guilder
Tent
      2-man pup-tent       20 guilder
      4-man tent       30 guilder
Tripod, cooking/lantern (2 feet folded, 6 feet extended)       3 guilder




Mounts & Livestock

Bull       20 guilder
Calf       5 guilder
Camel, Bizzanite       50 guilder
Chicken       2 flourins
Chicken, egg laying       5 flourins
Chicken, rooster       7 flourins
Cow, milk       10 guilder
Dog, attack trained       100 guilder
Dog, guard trained       10 guilder
Dog, hunter or tracker       50 guilder
Donkey or mule       8 guilder
Elephant, Bizzanite       500 guilder
Falcon, trained       800 guilder
Ferret       75 guilder
Goat       1 guilder
Goose       4 flourins
Horse, heavy (draft)       200 guilder
Horse, light (riding)       75 guilder
Horse, racing       1000 guilder
Ox       15 guilder
Oxen, matched pair       50 guilder
Pig       4 guilder
Piglet       1 guilder
Ram       4 guilder
Sheep       2 guilder
Songbird, common       10 flourins
Songbird, poor-me-one       60 guilder
Swan       8 flourins
War Pony       80 guilder
Warhorse, heavy       400 guilder
Warhorse, light       150 guilder




Livery, Vehicles, & Gear for Animals

Bit and bridle       2 guilder
Cart (½ ton capacity)       15 guilder
Feed (per day)       5 farthings
Saddle
      Military       20 guilder
      Pack       5 guilder
      Riding       10 guilder
Saddlebags       4 guilder
Snow sled (1 ton capacity)       20 guilder
Stabling (per day)       5 flourins
Wagon (2 ton capacity)       35 guilder
Saddle blanket       3 flouins
Blinders       5 flourins
Cart harness       2 guilder
Halter       5 farthings
Horseshoes & shoeing       1 guilder
Yoke, horse       5 guilder
Yoke, ox       3 guilder
Replacement wheel       1 guilder




Magical Odds-&-Ends

D-purse: Woman's purse with access to a pocket dimension. This alternate plane expands to fit anything placed inside (must be able to fit through opening), and has the special characteristic that time does not affect anything within.

Reading Glasses: Rather than focus your vision, these glasses actually read to you. Sound is sent through the earpieces into your skull. No one can listen in, nor tell that you are being read to by your spectacles. They come in two varieties: translating, and direct reading. Translating glasses translate everything that they can read into one language; direct-reading spectacles read everything in its original language. The downside of these glasses is that there are no controls. It operates any time that it sees text that it knows. This can be problematic and distracting if it is reading something to you in a language that you barely know. For example, if you read Anglan perfectly, but the glasses speak only Killian, anything that you try to read in Anglan will be translated (audibly) into Killian. Only the most skilled technomancers are able to reprogram them. The Game Master determines what type and what languages—with preferences toward related languages or languages with similar character sets (for example, Byzant and phonetic Killian).

Vest-of-Many-Pockets: Also called a Protector Vest; this is a hunter-style vest in different colours; mail-enhanced version available. Mage version is the 'Nobe' (nerd + robe) robe with many hidden pockets, including loose sleeves with pockets hidden in them. Comes either embroidered & flashy coloured, or plain (brown, white, black, & 3 shades of grey). This vest may be worn over armour. (Thanks to Scott Adams for this idea.)



Adventurer's Kit
      A.K.A. The Munchkin Kit

The "Adventurer's Kit" contains nearly everything that a starting intrepid explorer needs. The kit costs 50 guilder & has an effective encumbrance of medium. Adding lots of loot to this (there is some room left over) quickly increases the load to heavy encumbrance.





Armour


Explanation of terms-Armour & Shields:
Type refers to whether an armour is light, medium or heavy;
Armour class modifies the number needed to-hit; block is the bonus/penalty for blocking or parrying attacks;
Damage reduction subtracts from damage taken after a successful hit;
Encumbrance is how much the weight & ease of use/movement affect how well you fight;
Skill penalty applies to skills that require great freedom of movement such as swimming or climbing;
Cost is in Formorian coin-other kingdoms will have equipment costs listed in their own section.


Combining/Stacking Armour

There are a variety of reasons for wanting to use 'piecemeal' armour. Cost and weight are major factors, as are aesthetics (how good you look) and the effects of certain pieces of armour (i.e. a crossbowman rarely needs to worry about armour on his back or legs).

The parts of the body that are hit the most often are the torso, shoulders, and head. These are, not coincidentally, the areas that are the most vital & need protection most. Forearms, hands, knees and neck are the next most likely targets. Ideally, you should specify how you attack; "I stab at his throat," is better than just, "I'm going to hit him." The advantages of descriptive combat are that you may get to ignore unarmoured or lightly-armoured areas, and the Game Master is more likely to give specific effects of your attack. In other words, if the guards aren't wearing cod-pieces, make them suffer for it. If a knight jousts without a helmet, he will find that quite a few opponents are aiming their lances at his face rather than his shield. Conversely, someone wearing only a helmet won't have nearly as many head-shots to worry about (everywhere else, however…)

Armour should be chosen that fits the character's style. In other words, someone who needs maximum freedom of movement—such as an archer or rogue—need to be weighted down by as little armour as possible. By contrast, a knight has his horse to carry him & his armour, and will face similarly-clad foes close-up with heavy weapons; the knight needs to be armoured much more heavily. Many mages disdain the use of armour, not out of any arbitrary "wizards can't use armour" rule, but rather due to focus and orientation. Mages are not usually trained in the wearing of armour—instead focusing on magical skills—and are statistically slighter of frame than the average warrior-type. The main reason that wizards do not usually wear armour is simple arrogance; they trust in their magic (or rather the reputation thereof) to protect them.

Combining armour types may be by wearing different types of armour on different parts of the body—such as a metal breastplate with leather leggings—or by layering the armour on top of one another—such as wearing plate mail over chain over padding. The game mechanics for wearing different types of armour, rather than a full suit, are quite simple. Add up the armour class bonuses of all covered flesh: arms, head, torso, etc. The damage reduction does not stack up, however. For layered armour, the reverse applies; the outer shell (typically metal over padding) is the only armour class bonus used, but the damage resistances are combined. The basic concept is this: the more flesh that is covered, the harder it is to hit; the more layers an attack must penetrate, the less damage done.

Here's an example. Drusilla is a duelist. She wears a hard leather vest & leggings, with a breastplate on her chest & a heavy steel bracer & glove on her left arm (she's left-handed). She otherwise keeps her arms free to maximize their freedom of movement. The breastplate helps to keep her from being pierced in the heart or other vital organ, and the bracers prevent a foe from easily disarming her by attacking her hand or wrist. She receives +2 to her armour class from the breastplate, & +1 armour class from the leather (only the leggings count because of the breastplate). The bracer/glove combination adds an additional +1. Drusilla's total armour class is 9 (assuming she has no bonuses from a high Agility—we never said that she was a very good duelist). If a foe targets her spleen (or elsewhere on her torso), the damage reduction is 6: 4 from the breastplate and 2 from the leather underneath






Bracer
Armour Class: +1
Damage Reduction: +1
Special: often ornamental (gold or silver reduces Damage Reduction to 0
Weight: less than one pound
Encumbrance: None
Skill Penalty: 0
Cost: 5 guilder each

Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body.


Breastplate
Type: Medium
Armour Class: +2 or base 7
Damage Reduction: 4
Special: protects torso only
Weight: 15 pounds
Encumbrance: Medium
Skill Penalty: -3
Cost: 150 guilder

This is often the only piece of medium or heavier armour that a warrior wears. The stout plates protect the chest, abdomen, and back from harm. The armour is typically angled to deflect blows. The breastplate is a good compromise between weight and protection—it protects every vital area save for the head. This armour is easily stacked with lighter armour for increased protection.


Buckler
Armour Class: +2
Block: +3
Special: often has the Feature—Spiked
Weight: 3 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 5 guilder, 15 guilder if spiked

Bucklers and spiked bucklers are lightweight and cheap. They are often found amongst duelists, archers, and other combatants that travel lightly. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. It is very lightweight, and permits the user to carry other items in that hand.


Chainmail Armour
Type: Medium
Armour Class: +3 or base 8
Special: 20% Hacking Resistance
Damage Reduction: 4
Weight: 45 pounds
Encumbrance: Medium
Skill Penalty: -4
Cost: 200 guilder

Chain mail is made of interlocking metal rings. It is often worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows (add light leather armour weight & bonuses if this is the case, skill penalty remains -4).


Hard Leather Armour
Type: Light
Armour Class: +2 or base 7
Damage Reduction: 2
Weight: 20 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 130 guilder

Leather armour, despite the belief of those unschooled in combat, is not soft and supple like the leather used to make boots. That kind of leather offers no better protection than common clothing. Leather armour has had sections boiled in oil to harden it and prevent blows from penetrating, as well as for waterproofing. The armour has a hard vest or breastplate and areas over the arms & thighs for additional protection. Another term for this kind of armour is cuirbouilli.


Light Leather Armour
Type: Light
Armour Class: +1 or base 6
Damage Reduction: 1
Weight: 10 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 75 guilder

Light leather armour is made of soft and supple like the leather used to make boots or jackets. This kind of leather offers little better protection than common clothing. This is comprised of a jacket, shirt, or vest with leggings to provide even protection over the whole body.


Wooden Shield
Armour Class: +3
Block: +4
Special: Can be 'sacrificed' to guarantee a successful block
Weight: 5 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 20 guilder

These are perhaps the most common form of shields as they are lightweight and cost-effective. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. Wooden shields are somewhat brittle, and are easily destroyed after a few combats. However, the fragility can be utilized by the wearer to ensure that the shield takes the full force of the blow. By doing this, the shield is destroyed, but the wearer guarantees his or her safety from that particular attack.


Breastplate of Protection Against Drowning
Type: Light
Armour Class: +1 or base 6
Damage Reduction: 2
Special: 20% crushing resistance for blows to the torso
Weight: 1 pound
Encumbrance: Medium (due to bulk)
Skill Penalty: -5
Cost: 300 guilder

This vest keeps you afloat. Even someone without the Swimming skill will remain floating atop water and can move about by dog-paddling. This vest continues to operate even if the wearer is unconscious. If this vest is donned while on a sinking ship, the wearer will quickly rise to the surface. Note that this vest floats even if not worn—the maximum carrying capacity is 400 pounds. You can wear this vest over other armour.


Chaos Guards
Type: Heavy
Armour Class: +2 each
Damage Reduction: 6
Special: Feature—Spiked
Weight: 10 pounds each
Encumbrance: Medium
Skill Penalty: -2
Cost: 80 guilders each

Chaos Guards are large shoulder pads. They are anointed with 4 to 6 inch bladed spikes, of up to a dozen in number. In addition to the intimidation factor, the spikes may be used in battle to add 1D4 points of damage to a shoulder slam.







Weaponry


Explanation of terms—Weapons:
Proficiency is which skill is used for the weapon.
Initiative is the bonus or penalty for using this particular weapon in combat.
Preparation is whether the ranged weapon can be set (like a bow), set & locked (like a crossbow), or is hurled (anything just thrown).
Reload time is how long is required to ready a projectile for another shot; this number is added to initiative when reloading.
Attack is the bonus or penalty on the 20-sided die when attacking.
Parry is the bonus or penalty to deflect your opponent's weapon.
Damage type is hacking, smashing, or stabbing.
Damage is the dice of damage the weapon does.
Handle is how the weapon is gripped. See the Weapon & Armour Features chapter for more information on grip types.
Size is the weight & dimensions.
Range Increment is how far that the weapon may travel or launch a projectile before a cumulative -2 penalty is assessed on the attack roll.




Battleaxe
Proficiency: Medium, or Mass-weapon
Initiative: -2
Parry: -1
Damage type: Hacking
Damage: 2D6 + Strength bonus
Handle: Hafted, often with loop
Size: 2 ¾-4 feet; 4 ½-8 pounds
Encumbrance: Heavy
Cost: 40 guilder

The most common version of the battleaxe is a stout pole up to four feet in length with a single- or double-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes.


Big Stick
Proficiency: Medium
Initiative: -1
Attack: -2 from uneven shape
Parry: -2 from uneven shape
Damage type: Smashing
Damage: 1D6 + Strength bonus
Special: if a natural 20 is rolled on the parry, the stick breaks
Handle: Hafted
Size: 3-4 feet; 1 pound
Encumbrance: Medium
Cost: free—it's a stick

This is a tree branch found or cut for the purposes of beating someone about the head & face with it. The penalty to-hit & parry can be reduced if you look long enough (reduce by 1 for every hour spent looking in a forest). Also called a club.


Claive
Proficiency: Hand
Parry: 0; short blade, but basket-handle
Damage type: Stabbing
Damage: 1D4+2 + Strength bonus
Special: stays attached even when the user shapeshifts
Handle: Special—basket & straps
Size: 4-inch blade, 1/2 inch claws; 1 pound
Encumbrance: None
Cost: 80 guilder

Claives derive their name from their special handles. They are a flexible basket that straps onto the hands/feet. They are highly prized (and quite likely invented) by Lycanthropes as they are not lost when the wielder changes shape. The main blade is thin and double-edged and extending vertically from the back of the hand. Two smaller curved 'claws' are on each side of the blade along each knuckle. Claives are designed so that they may be used equally well in a Human hand as attached to a wolf's paw. It is possible for a biped to attach claives to his or her feet. The weapon is used in a stabbing motion so that the blade penetrates deeply while the claws rake the flesh further. The basket is mostly open along the palm allowing the user to hold other objects or run freely, although the basket and blades may complicate difficult movement and combat manoeuvres.


Claymore
Proficiency: Long
Initiative: -2
Damage type: Hacking
Damage: 1D10 + Strength bonus
Handle: Hand-&-a-half
Size: 4 feet; 6-7 pounds
Encumbrance: Heavy
Cost: 80 guilder

This is the unofficial weapon of the Heldannic Freeholds. The claymore sword is a derivative of the long sword. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended where two hands could be used to more properly swing the sword.


Dagger
Proficiency: Hand, or Knife/Axe
Initiative: +3
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D4 + Strength bonus
Special: may be used in melee or thrown
Handle: One-hand
Size: 10-20 inches; one pound
Encumbrance: None
Range Increment: 10 feet
Cost: 10 guilder

The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.


Fist
Proficiency: N/A (hand-to-hand skills)
Initiative: +3
Parry: successful parries still cause damage (see text)
Damage type: Smashing
Damage: 0 (just Strength bonus unless you possess a skill that increases damage)
Special: successful parries still cause damage (see text)
Handle: redundant (see also: redundant)
Size: fist-sized
Encumbrance: None
Cost: free—just close your hand

Blocking a sword or other weapon with your bare hand hurts—lots. Damage from successfully blocking a stabbing weapon is 1 point, and hacking or smashing weapons do ¼th damage (round down).


Greataxe
Proficiency: Long
Initiative: -7
Parry: -3 from unwieldy head
Damage type: Hacking
Damage: 2D12+ Strength bonus
Special: features: Shieldbreaker & Damages Armour
Handle: Pole with loop
Size: 5 feet long, 3-foot head; 30 pounds
Encumbrance: Very heavy
Cost: 120 guilder

Greataxes have monstrously huge blades with a 'butterfly' design. The size is nearly that of a polearm. This heavy weapon is able to smash through shields and carve chunks out of even the stoutest armour. Damage reduction is depleted by one for each successful strike. If the axe-swinger is attempting to damage the armour rather than the wearer, the greataxe reduces damage reduction by 1D4 points per strike, and can ignore any fortitude bonuses to armour class. For each successful block with a shield, there is a 10% chance that the greataxe destroys it. The shield is sacrificed—the attack is still blocked, but the shield is now useless. The loop on the handle is generally only used to catch the weapon if it slides out of the wielder's hands.


Halberd
Proficiency: Polearm
Initiative: -4
Damage type: Hacking
Damage: 1D10 + Strength bonus
Special: Features—Reach & Damages Armour
Handle: Pole
Size: 5-8 feet long; 15 pounds
Encumbrance: Very Heavy
Cost: 80 guilder

The halberd consists of a cleaver-like axe blade mounted on a staff. Its keen blade will shear through your opponent's flesh to find the bone while its often-barbed tip will seek out gaps in their armour. By far the oldest and most often used pole-arm. The axe blade is balanced at the rear with a fluke, or hook-like projection, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a true hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. The axe blade is angled for maximum effectiveness. When used to damage armour, the halberd reduces damage reduction by 1D4 points rather than damaging the victim; fortitude bonuses to armour class are ignored.


Hunting Arrow
Attack: +1
Damage type: Stabbing
Damage: 1D6 + Bow
Size: 3 feet long; less than 1 pound
Cost: 2 guilder each; typical deal is 20 per dozen

Also called flight arrows, these are usually made out of lighter woods such as birch and ash. Hunting arrows are typically about 30-40 inches in length with a narrow head designed to impale smaller prey. These arrows are designed for distance and accuracy; increase the Range Increment by 20 feet when using these arrows.


Lance
Proficiency: Polearm
Initiative: -5
Attack: +1
Parry: -3
Damage type: Stabbing
Damage: 2D6 + Strength bonus
Special: Features—Reach and Blow-through; designed to be used to charge and may be used to receive a charge; counts as medium encumbrance when mounted
Handle: Pole
Size: 13 feet long; 10 pounds
Encumbrance: Very heavy; Medium if mounted
Cost: 60 guilder

Lances are perhaps the most refined of polearms, getting back to basics with efficiency of form and function. It also sucks when you get run-through with one by someone charging on horseback. Lances used for jousting in the Kingdom of Formour have become very standardized in length, weight, and form of the tip. The national love of jousting has only increased the use of these standards. As a result, few lances will be found that are different. These are specially ordered devices that may not be used in tournaments.


Longbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1 action
Damage type: by arrow
Damage: by arrow, plus Strength bonus
Handle: Bow
Size: 6 to 6 ½ feet long when strung; 4 pounds
Encumbrance: Heavy (due to size rather than weight)
Range Increment: 100 feet
Cost: 250 guilder

The long bow is similar to the short bow, except that the staff, or 'bow' part, is about as long as the archer is tall, usually 6 to 6 ½ feet. It has one important advantage over the short bow—better range.


Longsword
Proficiency: Medium
Initiative: 0
Damage type: Hacking
Damage: 1D8 + Strength bonus
Handle: One-hand
Size: 3 feet; 4 pounds
Encumbrance: Medium
Cost: 50 guilder

These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.


Rock
Proficiency: Grenade
Initiative: +1
Preparation: Hurled
Reload time: N/A unless looking for a suitable rock on the ground (2D4 rounds if available)
Attack: ±0
Damage type: Smashing
Damage: 1 + ½ Strength bonus (round up)
Special: some are good for skippin'
Handle: none
Size: <1 pound
Encumbrance: None
Range Increment: 10 feet
Cost: free, just look down

Ah, the time honoured tradition of throwing rocks at peoples' heads. Be sure to aim for the eyes for extra fun.


Shortbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1 action
Damage type: by arrow, plus Strength bonus
Damage: by arrow
Handle: Bow
Size: 3 feet long when strung; 2 pounds
Encumbrance: Medium
Range Increment: 60 feet
Cost: 100 guilder

Short bows are the oldest type of bow. Short bow staves are about 3 feet long on the average. As the years passed, attempts were made to increase bow ranges. Either Bows were given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow.


Spear
Proficiency: Spear or Long
Initiative: +1
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D6 + Strength bonus
Special: may be used in melee or thrown
Handle: Pole
Size: 7-10 feet; 4-6 pounds
Encumbrance: Medium
Range Increment: 15 feet
Cost: 30 guilder

One of the earliest weapons in all cultures, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. These were later fire-hardened, and eventually spearheads were made from iron and steel. Having reached this end, armorers began experimenting with different types of spearheads, thus leading to the development of different polearm types. This 'knife on a stick' remains the basis for nearly all other weapons.


Staff
Proficiency: Long
Attack: +1
Parry: +2
Damage type: Smashing
Damage: 1D6 + Strength bonus
Special: Feature—Reach
Handle: Pole (the whole thing)
Size: 5-9 feet; 2-5 pounds
Encumbrance: Heavy (due to length)
Cost: 0 up to 60 guilder

The staff is a length of wood ranging five to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The staff is the symbol of mages and loremasters, and as such, is often decorated with carvings, inlays, tokens, or additional decorations.


War Arrow
Attack: +3
Damage type: Stabbing
Damage: 1D8 + Bow
Size: 3 feet long; less than 1 pound
Cost: 4 guilder each; typical deal is 40 per dozen

Also called sheaf arrows, these are usually made out of heavier woods than hunting arrows. War arrows are typically about 30-40 inches in length with a broad head designed to pierce armour and tear through flesh. These arrows are designed to kill people.


Warhammer
Proficiency: Mass-weapon, Medium
Initiative: +1
Damage type: Smashing
Damage: 1D8 + Strength bonus
Special: Feature—Crushing
Handle: Hafted
Size: 2 ½ feet long; 6 pounds
Encumbrance: Very heavy
Cost: 40 guilder

The warhammer is the descendent of the Lucerne hammer, designed to be equally effective on horseback. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.