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The items on this page can either be equipped or used in combat with a Minor action. A few items are exceptions to this rule; certain poisons and mundane adventuring gear, for example.

 

Armor

Wearing Armor

Different types of armor require certain amounts of Strength to wear. Your character's total Defense value is equal to the highest quality/heaviest armor type they wear.

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Purchasing Armor

Armor prices fluctuate depending on the local economy. Typically, characters can purchase boots, gloves, breastplates, and pants. Common pieces tend to cost between 15 and 40 gold, with heavier armor being the most expensive. Rare pieces can range from 50 to 150 gold apiece. Truly Epic armor tends to cost hundreds of gold.

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Upgrading Armor

Acquiring armor made of higher quality materials results in a bonus to the Defense it provides.​

  • Common materials provide no bonus

  • Rare materials provide a +1 bonus to defense

  • Epic materials provide a +2 bonus to defense

Weapons
​Archery, Bows, and Arrows

Bows should be used at range. Their range is 100 feet. They require arrows for ammunition. Without arrows, a Bow cannot fire. Bows cannot be fired in melee range, but can be crudely swung for 1d4 damage. This has a high chance to break the bow.

 

Weapon Quality

  • Common materials provide no bonus

  • Rare materials provide a +1 bonus to the weapon’s damage

  • Epic materials provide a +2 bonus to the weapon’s damage

Shields

Shield Mitigation

When worn properly, shields provide their Defense Bonus, a special property, and an increased mitigation dice size (1d6 instead of 1d4).

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Wearing Shields

In order to gain any benefit from a shield, you must equip a 1-handed weapon and then use the Shield in your off-hand (except for a Pavise). You cannot use a Shield in your main hand or dual wield Shields.

Healing Items
Combat Potions

Combat Poisons are fast-acting poisons. They are typically contained in glass bottles, and shattered in the face of an opponent.

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Basic Poison is the only exception: an acid-like liquid that makes unmitigated strikes hurt a little more than usual.

Specialty Poisons (Out-of-Combat Only)

These poisons are so delicate that they cannot be applied in combat. Their application measures vary, as do the effects.

Restorative Items
Other Combat Items
Mundane Adventuring Gear

© 2023 by Victoria McKinnon

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