Martial Gear
Armor
There are four types of armor: shields, helmets, coats, and plates. Each may be worn simultaneously. Each adds 1 point to a character’s armor score, to a maximum of 4.
- Shield. Buckler, kite, pot lid. Adds +d4 to attacks.
- Helmet. Kettle, bucket, coif.
- Coat. Mail, gambeson, cloth, any flexible armor. Bulky.
- Plate. Cuirass, breastplate, brigandine, splint, lamellar. Bulky. Plate takes time to put on, even with help. Requires another layer underneath to wear. Resting in plate armor in hot climates leaves a character deprived, but otherwise, sleeping in armor is totally fine. Soldiers did it all the time.
Sundering Shields
When a character is hit by an attack and they carry a shield, they may choose to destroy the shield in order to avoid all damage.
Weapons
weapon | dmg | price | special |
---|---|---|---|
sling | d6 | 30 | concealable |
cudgel | d6 | 50 | concealable |
pick axe | d6 | 50 | trip |
staff | d6 | 50 | trip |
scythe | d6 | 50 | trip, sweep |
dagger | d6 | 50 | concealable, subtle |
flail | d6 | 50 | lock up, crush, disarm |
hand axe | d6 | 50 | strip shield, disarm, lock up |
spear, javelin | d6 | 50 | aiming, trip |
mace | d6 | 50 | crush, sweep |
sabre, scimitar, falchion, cutlass | d6 | 100-150 | parry, riposte, entrap, sweep |
seax | d6 | 100-150 | subtle, riposte |
tuck | d6 | 100-150 | pierce, riposte, parry |
short sword, wakizashi, gladius | d6 | 100-150 | parry, riposte |
hook sword | d6 | 100-150 | disarm, parry, riposte, lock up, trip |
rapier | d6 | 100-150 | disarm, riposte, parry, entrap |
short bow | d6 | 200 | aiming, bulky |
bastard sword | d8 | 200-500 | parry, riposte, sweep |
battle axe | d8 | 200-500 | trip, sweep, strip shield, disarm |
long bow | d8 | 300 | aiming, bulky |
pole axe, glaive, lance | d10 | 500-1500 | pole-end, trip, entrap, mounted combat, bulky |
war hammer | d10 | 500-1500 | crush, sweep, bulky |
crossbow | d8 | 500 | armor-piercing, reload, aiming, bulky |
long sword, katana, claymore | d10 | 500-1500 | parry, sweep, riposte, entrap, bulky |
Unarmed and improvised weapon attacks usually inflict 1d4 damage. This may include using the pommel of your sword.
Special Tags
Weapon Maneuvers
Triggered when the attacker rolls a 4 or higher on the weapon die and discards the result. The defender makes a relevant save to avoid the effect. If the attacker instead discards an 8 or higher, either no save is granted or the maneuver has an enhanced effect.
- Trip: The attacker trips the target.
- Crush: The target’s armor (if it has any) is ignored the next time they are attacked.
- Pole-end: The attacker may make another attack with the butt of the polearm, inflicting 1d6 damage. This extra attack cannot trigger pole-end.
- Strip shield: The attacker rips away a shield from the target.
- Lock up: The attacker locks up the target’s weapon. While locked together, both fighters’ attacks with the locked weapons are impaired but all other attacks are enhanced.
- Disarm: The attacker disarms the target.
- Entrap: The attacker takes up the target’s space, stopping them from fleeing. If they do attempt to flee, the attacker gets a free attack on the target.
- Armor-piercing: This attack reduces the target’s armor by 1 point after damage is taken (on a failed DEX save).
Conditional Effects
- Riposte: Triggered when you are the defender. If an attacker rolls a 1, your next attack against the attacker is enhanced.
- Concealable: Can be hidden on the body when searched.
- Subtle: If an attack is on a prone target, this weapon’s damage is enhanced.
- Reach: When attacked with a weapon without Reach, the attacker must roll higher than half the damage die or else you may attack first.
- Parrying: Wielder ignores attack rolls of 1 and 2.
- Reload: Requires 1 round to reload.
- Mounted combat: Attacks while mounted against targets that are on foot are enhanced.
- Pierce: After inflicting STR damage on a foe, subsequent attacks ignore armor.
- Aiming: Spending a round aiming at a target enhances the attack on the next round, depending on the positioning.
- Sweep: Immediately make another attack if you roll maximum damage or if you reduce the target to 0 or less GD.
Sundering Melee Attacks
On a melee attack that hits, a character may choose to destroy their weapon to add +d12 to the attack.
Whetstones
Whetstones have a usage die starting with d8. They can be used to sharpen bladed weapons. A sharpened weapon inflicts a minimum of 2 damage. When a 1 is rolled, it is bumped up to a 2. This effect ends once a fight is over or at the end of the day, whichever comes first. Sharpening a blade takes 10 minutes, or 1 exploration turn.