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Equipment

Equipment can be modified using either the Craftsman or Performance skills, depending on the nature of the enhancement. Each peice of Equipment listed below is assumed to be of Average(+1) quality, lower quality equipment can be purchased at -1 Cost but gain an aspect as determined by the GM. Higher quality equipment is available as well with costs dependent on if the addition is an aspect or skill bonus.

Armor Rating (AR)

This determines the amount of stress that the armor can “soak” upon a successful hit. If character wearing AR 1 armor gets hit for 5 stress then the armor will absorb 1 and 4 gets through to the character.

Armor Stress

In addition to “soaking” stress many armors have the ability to take stress instead of the character.

Weapon Rating (WR)

The Weapon Rating is the amount of damage that a weapon inflicts in addition stress on a successful attack. If the attack misses then the WR has no effect.

Equipment Rating (ER)

Equipment Rating is the skill bonus afforded to the character when using the equipment to execute the skill in the correct way.

Armor

Type Cost Armor Consequence Examples
Light Good(+3) 1 1 Mild Leather, Fur, Studded, Cuir-bouilli
Medium Great(+4) 2 1 Moderate Mail, Splint, Banded
Heavy Superb(+5) 3 1 Minor, 1 Moderate Brigandine, Plate

Shields

Type Cost Bonus1) Consequence
Hand Average(+1) 0 1 Mild
Small Fair(+2) 1 1 Mild
War Good(+3) 1 1 Moderate
Tower Great(+4) 2 1 Mild, 1 Moderate

Melee Weapons

Type Cost Damage Examples
Light Average(+1) 1 Hand Axe, Dagger, Club, Cestus, Main Gauche
Medium Good(+3) 2 Flail, Morning Star, Broadsword, Javelin, Staff, Rapier
Two-Handed Great(+4) 3 Great Axe, Great Sword, Infantry Spear, Halberd

Ranged Weapons

Type Cost Damage Range Examples
Thrown Average(+1) * 1 Throwing Axe, Dagger, Javelin
Short Fair(+2) 1 2 Self Bow, Sling, Hand Crossbow
Medium Good(+3) 2 2 Crossbow, Short bow
Long Great(+4) 2 3 Longbow, Arbalest

Mounts, Conveyance, and Structures

  • Maintenance cost rolled monthly, failure result in negative aspect
Item Cost Maintenance
Donkey Fair(+2) Mediocre(+0)
Riding Horse Good(+3) Average(+1)
War Horse Superb(+5) Good(+3)
Cart Great(+4) Average(+1)
Carriage Epic(+7) Good(+3)
Canoe Fair(+2) Mediocre(+0)
Rowboat Great(+4) Average(+1)
Sailing boat 2x Superb(+5) Good(+3)
Long ship 3x Superb(+5) Great(+4)
Galley 3x Fantastic(+6) Superb(+5)
Merchant Cog 3x Epic(+7) Fantastic(+6)
War Galley 3x Legendary(+8) Legendary(+8)
Merchant Carrack 3x Legendary(+8) Epic(+7)
Cottage 2x Great(+4) Average(+1)
House 2x Superb(+5) Fair(+2)
Townhouse 2x Fantastic(+6) Great(+4)
Manor House 3x Epic(+7) Fantastic(+6)
Tower 3x Superb(+5) Great(+4)
Keep 3x Fantastic(+6) Superb(+5)
Fort 3x Epic(+7) Fantastic(+6)
Castle 3x Legendary(+8) Epic(+7)
Palace 4x Legendary(+8) Legendary(+8)

Equipment

Item Cost
Backpack Mediocre(+0)
Tent Average(+1)
Bedroll Mediocre(+0)
Book (blank, 50 pages) Great(+4)
Candles Average(+1)
Climbing Gear Fair(+2)
Flask Mediocre(+0)
Grappling Hook Fair(+2)
Potion Good(+3)
Healer's Kit Fair(+2)
Lantern Fair(+2)
Oil (1 pint) Mediocre(+0)
Pick or Shovel Average(+1)
Quiver (full) Average(+1)
Rope (20 yards) Average(+1)
Scroll Case Fair(+2)
Thieves' Tools Good(+3)
Tinder Box Average(+1)
Waterskin Mediocre(+0)
Writing Equipment Fair(+2)
Riding Gear Fair(+2)
Normal Clothing Average(+1)
Formal Clothing Good(+3)
Winter gear Fair(+2)
Cheap Meal Mediocre(+0)
Good Meal Fair(+2)
Trail Rations (7 man-days) Fair(+2)
Cheap Drink Mediocre(+0)
Good Drink Average(+1)
Poor Lodging Mediocre(+0)
Good Lodging Good(+3)

Healing

Item Cost / Quality of Healer
Heal Extreme Consequence (1 month) Fantastic(+6)
Heal Severe Consequence (1 week) Great(+4)
Heal Moderate Consequence (1 day) Fair(+2)
Heal Minor Consequence (1 hour) Mediocre
Cure Disease / Poison Level of Disease/Poison

Transportation

Cost Distance
Average(+1) Anywhere less than a day by cart or river barge
Fair(+2) Anywhere a few days away, includes cheap food and accommodation
Good(+3) Anywhere less than a week, includes cheap board
Great(+4) Any neighboring country
Superb(+5) To distance country usually by sea or trading caravan. May take several weeks.
Fantastic(+6) Another continent across the ocean. May take months
Epic(+7) A great voyage of exploration or discovery. May take years
Legendary(+8) A place extremely difficult to reach, hazardous, or remote. May take years.
1)
requires stunt