Showing posts with label BFRPG. Show all posts
Showing posts with label BFRPG. Show all posts

Saturday, August 23, 2025

Push Die!

Sometimes you want your PC heroes (and knaves) to push on, to try harder. Here's a game mechanic for any system where you roll high. The Push Die.

The Push Die is a die added to your normal resolution check to improve your odds of success. It is voluntary on part of the player if they will or will not add the push die to the roll and must be declared before making the normal roll to resolve a task. The push die should be rolled simultaneously with the resolution die, it's score being added to roll.

If the roll of a push die is a 1 the character suffers a point of fatigue. Tally that up and if fatigue is ever higher than 1/2 of the ability score related to an action the PC is now -2 to attempt that action (or at disadvantage if you use that mechanic in your game).

A HitDie of Fatigue is removed each full turn of rest a character takes. Magical healing will remove 1/2 of fatigue if the character is fully healed by healing magic. A DM may wish to add additional spells, salves, or potions t0 the game that remove (or inflict fatigue). A normal amount of full rest (for the night or a full rest break) this fatigue is fully removed.

If the resolution roll fails the full score of the push die is suffered as fatigue.

If the resolution roll fails with a fumble (a roll of 1 if you are using 1d20) the full score of the push die is suffered as fatigue and the related ability score suffers a point of strain. If the highest number was rolled on a push die than 1/2 that score is suffered as strain. Strain can be added up against each ability score. If strain is greater than 1/2 the ability score the character is now -2 to attempt actions with that ability. if strain exceeds a character's ability score they are overcome and unable to purposefully take actions that would use that ability and are -10 if forced to make a saving throw or reaction using that ability score.  Yeah -10, being virtually helpless should be a big deal.

An hour of rest will remove 1 point of strain in 1 ability score. 

I recommend a 1d4 be the base Push Die for all characters. If the ability score is a Prime Ability shift up a die. If the character has a score of 15 or more in an ability shift up a die.  A player may choose to roll less than their full push die if desired. So a Fighter with a score of 17 in Strength (a prime attribute in many systems) could roll 1d8 when pushing it. (or choose to roll 1d4, or 1d6 instead).

Why I like this mechanic.   There's no direct penalty for trying harder. But there is a consequence for trying harder and failing. The more players push it the more they will win...until they don't. I can also use a fatigue mechanic without having to always apply a fatigue score to a host of actions. Trying harder can cause fatigue but there isn't a constant penalty for action itself. Players that have their characters push on and on without resting will suffer more. those that do not risk will not reap rewards as easily however.

Monday, August 4, 2025

Quick Humanoid Roster

Wanting to have a different roster of humaoids in my next megadungoen and here's
my roster so far.
HD Move AC Atk, Special
Feral Hobars         1/2     30 12 weapon 1d4, +4 save vs poison,hide 90%
Thorn Gnomes 1/2     20 13 weapon 1d4 +sleep poison, automatic counter
attack vs grapple attacks +4 to save against herbals and gas
Cyanoids 1-1     40 11 weapon 1d6, immune to poison & paralysis, -2 vs mental                                                                             attacks Healing magic "Hastes" then for 2 rounds per point
                                                                of healing
Boggarts         1     30 13 weapon 1d6, 33% capture spell
Poison Dwarves 1+1     20 14 weapon 1d6 +poison, immune to poison & paralysis 
  Rotwood Elves     1+1     30 14 weapons 1d6 +spores, immune to sleep & paralysis,
                                                                +4 vs poison
Hammer Goats 2 50 14 hammers 2d4, +2 to save vs mental attacks cause confusion in                                                                     those 2HD or less 
Amazons 2 40 14 weapons 1d8,+1 initiative, immune to charm by males
Broken Men 2+1 20 14 weapons 1d8, 33% to drive a telepath insane vs mental                                                                                 intrusion/attacks,climb walls 95%,hide 66%
                                                                can't be knocked prone
Headless         3 30 13 weapons 1d8+1,Bite 1d4+1, +4 to save vs mental attacks 
Lanks 3 40 13 weapons 1d10, 90% silent, always has reach advantage over                                                                     normal men
Geminoids 3+1 30 13     2 weapons 1d8+1 or 4 weapons 1d6 each,
                                                                +4 save vs.mental & illusions,twice as hard to surprise
Cyclops         4 40 14 weapon 1d10+2, blows shatter normal weapons or shields 1in6,                                                                 +2 vs illusions 

HD are 1d8 Move is feet per round if unencumbered or in stabdard default armor (as
per AC listed) 
AC listing is for most common armor. Boggarts,Poison Dwarves,
Rotwood Elves, Amazons,Headless,Lanks,Geminoids, and Cyclops may be found with
any sort of shields and armor. Cyanoids physically could but they find armor too
confining and itchy.

Monday, April 29, 2024

Deep Spores (Monster, BFRPG)

 Deep Spore

Armor Class 11

Hit Dice 1/2

No. of Attacks special

Damage special

Movement 20'

No Appearing 1-4(2-8)

Save As Normal Man

Morale fearless

Treasure Type NIL

XP Varies... yeah I'm being a stinker here. 


Deep spores are knobby leathery globes 2-5 feet in diameter sporting at least one large eye spot that float about the dark deep underground realms and caves. They appear to hover as would a balloon but some are too heavy for this so sages speculate they poses a levitational ability. Different populations of Deep Spores react to different stimulus and when harmed of over stimulated will burst often hampering or harming those nearby. They are immune to all illusions except those of their specific stimulus which they will save vs at -4.


Stimulus- These Deep Spores are drawn to... (pick one or roll 1d8)

1-2 Noise, these deep spores will be drawn to any noise greater than the ambient environment

3-4 Light, these deep spores will be drawn to the brightest light source within 300'.

5-6 Heat, drawn to anything warmer than the natural surroundings. Body heat will be enough in many dungeons. 

7 Movement, these deep spores will be drawn to anything moving 10' a round or quicker.

8 Magic, these deep spores will be draw to spell cast at a distance up to the spell level x 100', permanent magical items will only draw their attention if brought within 60'.


An attack on a Deep Spore that reduces it to 0 HP will cause it to explode.

Explosion will cause...(pick or roll 1d20)

1 Yammering, these deep spores talk confusing anyone they come within 20' of. If they explode anyone within that distance will be frightened if they fial a save and be compeled to run away for the next 2-5 rounds.

2 Sneezing Dust, a 20' diameter cloud of sneezing dust will fill the air, those exposed and fail a saving-throw vs poison will be overcome with sneezing, unable to move more than 1/2 speed and incapable of spell-casting, hiding, or moving silently due to constant sneezing for 2-20 minutes. The dust will linger for 1-10 minutes (a save is only required on initial exposure per explosion).

3 Itching Powder, a 20' diameter burst is coated in a dust that forces those present to save or be distracted by constant annoying itching (-4 to all actions while suffering for 2-20 minutes). The dust remains bothersome to the area if covers fort the next hour (but saves are +2 after the initial explosion)

4 Sleep Dust, a 20' diameter burst of spores fills the air causing anyone that breathes them in to save vs poison or fall asleep for 2-5 hours. Only the initial explosion is risky. 

5-6 Paralytic Mist, a fine mist spray out filling a 20' area that will cause paralysis to those exposed and fail a saving throw for the next 1-4 hours.

7-8 Petrifying Dust, a chalky dust billows forth that will cause flesh exposed to turn to stone for the next 2-12 hours if a saving throw fails.

9-10 Thunderburst, a loud an sudden boom will cause those within 60' to be bowled over and deafened for 1-4 hours (small beings in the area will be thrown away up to 20'). The boom can be heard up to 2000' feet away but isn't hazardous outside of 60'.

11-14 Poison Gas, a 20' diameter cloud of poison gas is released. The cloud will be hazardous for 2-12 rounds. Each round of inhalation will cause 1-6 points of damage if a save is failed.

15 Blinding Flash, in a 60; radius any facing the exploding deep spore must save vs rays or be blinded for 3-30 minutes

16 Acid Spray, a 10' diameter burst of acid coats all that fail a save in a foul acid that will cause 2-4 points of damage per round for the following 2-5 rounds unless it is washed off.

17 Explosive Shrapnel, an attack as if from a 4HD monster is made against all within 40' causing 2-16 points of damage on a hit.

18 Rust Mist, a spary of caustic liquid will cause those that fail their save and don't get the goo washed off within 2 rounds to see their armor and weapons in hand to rust away, sheathed weapons will be at risk in 4 rounds, an items in regular baggage have a 33% chance of rusting after 6 rounds. A quart of vinegar will neutralize the goo on one person. Full immersion in water will also wash it away.

19 Fireball, explodes in 10' radius causing 3d6 damage , save for 1/2 damage.

20 Lightning Burst, explodes in a burst causing 2d8 to any within 10' radius(save for 1/2 damage).... BUT if related spores are within 40' a lighting arc will be thrown to them causing them to explode in turn exposing all close by and between the location of both deep spores. -2 to save if holding a conductive weapon, -4 to save if wearing metal armor. Each arc and each burst causes 2d8 damage.


Anyone slain within the radius of a Deep Spore has a 33% chance of being infected and if their remains aren't properly treated they will sprout 1-4 mature spores (of the same variety) in 2-7 days (the infection is noticeable within half that time as the deep spores grow)

------

These are a variation of the classic Gas Spore. They came up on a Facebook post and I realized I've never posted this. Note: their having more than 1 HP keeps players on their toes.

Saturday, December 16, 2023

"Making Ogres Tougher" or "How to implement Old Rules to make tough combatants tougher."

 "I thought Ogres would be Tougher"- Following two rounds of combat initiated by a party of 1st and 2nd level pcs vs a pair of Ogres. Something I have experienced for decades outside of playing Basic D&D.How to make "tough" combatants tougher?  By looking back to the early days of the hobby of course.

Once upon time Ogres were fearsome opponents that made parties quake in the their boots; 4 HD and 1 attack doing 1-10 points of damage was pretty fearsome vs a party of characters averaging 4 hp a piece. Over the years expanding combat options and incorporating critical hits would seem to make them more fearsome but it didn't it made them more vulnerable.

How do we get Ogres, Trolls, Giants and even Grizzly Bears to be a fearsome as they were once upon a time? By looking back to the origins of the game.


Once upon a time RPGs were a subset of wargames, they were even sold as such. The rules were written to that reality and would carry a lot of that baggage into the modern days but this influence reduced and this had an impact on games that followed. Once upon a time only 4th level fighters were heroes and 8th level fighters were superheroes and there were wizards,monsters, and normal men mixed into the fray.


One of the most signifigant rules passed by over the years is allowing combatants with multiple Hit Dice to engage against multiple "normal" foes alllowing one attack per HD. AD&D softened this to Fighters being able to make multiple attacks against "0-level" opponents equal to their level as a fighter... wow exciting, if people remembred this.


I favor the notion of PCs and multiple HD monsters layign to groups of normal combatants and sweepign them aside enmasse and dont' think standard improvements in hit and damage capacity serve to provide this facet to the game. There is a lot to consider however.


While 0-level NPCs are certainly normal men, what about goblins or even orcs, how about thieves and clerics? 


Are 1st level characters "Normal Men" or are they "Heroes"? If you have 1HD you are "Normal". If you have more than 1HD you are no longer "Normal" but you are not yet "Heroic".


"Heroic" combat kicks in at 4th level for Fighters and 4 HD for monsters. Before you are "Heroic" you are essentially "normal". 


An ogre mentioned above (having 4HD) is allowed to make 4 attacks against normal opponents under such a consideration. This 4 attacks against 1 hopeless normal man or 4 attacks against a mob of peasants. As a minor methiod of balance it is advised these blows cause 1d6 damage and are not otherwise modified for strength or allowed to deliver critical hits. Player Charcaters may still use thier melee weapons dmage ratign but lose any strength adjustments to damage and still deliver no criticals. I call this capability in my campaigns "Combat Dominance".


If you are a Heroic Combatant you keep adjacent allies from falling victim to sweeping blows or flurries of attacks delivered by more capable opponents. The ogres mentioned above can still deliver a single blow for 1d10 damage but they are forced to contend with the Heroic Combatants in reach and as such lose the abiltiy to sweep aside normal foes in the manner they normally would. 


Now I already see an issue. Are all PCs able to deliver multiple blows?  I say no. I want fighting-types to be special and distinct from other charcter types. Are all non-fighters "normal" defenders? No. Let's give PCS a fighting chance (for defense) even if they aren't fighters. It is necassary (in y consideration) to introduce the "Stalwart Defense" capability. This is any character able to offer a reasonable defense agaisnt monsters and other fearsome combatants. When a charcter is capabel of "Stalwart Defense" they may only have 1 attack directed against them by a multi-HD foe with "Combat Dominance". Now if singled out by a monster capable of making multiple attacks in a round you may still fall victim to those attacks.


How these guideleines are clarified in my campaing:


Monsters with 2 or more HD that have won initiative for the round can choose to attack a group of normal combatants with a flurry of blows. These attacks are made at normal chance to hit and will deliver 1d6 damage. A heroic combatant among your foes blocks this option. Monsters to do portect allies in heroic combat. Special attacks that poison or parlayze foes do not do so durign a flurry of blows.


Fighters of 2nd level and higher have "Combat Dominance" and are "Stalwart Defenders". On rounds when their side has initiative they are allowed to engage in single combat as normal or choose to make a flurry of blows(or sweeping attack if you wish to imagine it as such). This flurry of blows allow 1 attack per fighter level to be made vs non-heroic opponents. If the defender is a "Stalwart Defender" yuo are allowed no more than one attack per round agaisnt them in this manner.

When a fighter has reached 4th level they are a "Heroic Combatant" and may block monsters and others from attacking adjacent allies with a flurry of blows, Monster and NPCs can still attack allies as per standard single combat.


At 8th level Fighters are "Super-Heroic Defense" and may block others from attacking adjacent allies even in normal combat by taking the attacks upon themselves on any round they have won intitiavie over their opponent. This must be declared before the attack is resolved. Only one super-heroic foe per round may be so foiled (being any PC-type capabel fo super-heroic defense or monster with 8 or more HD.)


Clerics are "Stalwart Defenders" at 2nd level but do not have combat dominance. They may defend others as a hero beign "heroic combatants" at 5th level and are capabel of "Super-heroic defense" at 9th level. Clerics may exercise Combat Dominancce vs groups of undead and demons starting at 2nd level.


Thieves are "Stalwart Defensers" at 3rd level and "Heroic Combatants" at 6th level, they never become "Super-Heroic Defenders". They do not gain Combat Dominance.


Magic-Users are "Stalwart Defenders" at 4th level. They become "Heroic Combatants at 7th level and "Super-Heroic Defenders" at 10th level (but ony if they have not expended all their spells*). Magic-Users gain Combat dominance vs Demons and Elementals starting at 2nd level.


*no spell needs to be cast but the ability is lost if the MU has cast all their spells this day.


Heroic Defense rules apply on rounds one has and has not won initiative.Superheroic Defense only applies on a round the defender has won intiative.


What is Single Combat? This is when a combatant focuses all their normal range of attacks on a single foe. Monsters with mutliple attacks are only allowed to attack multiple foes with succesive attacks (if they normally have 2 or more listed) if they have hit another foe with an earlier attack. 


NOTE: Flurries of Blows( or Sweeiping attacks) due to combat dominance only apply to melee attacks not ranged attacks.

...


Now back to that pair of Ogres I mentioned at the top. Had that pair of ogres won intitiave over a band of PCs of 1st and 2nd level they would be able to lay into them with flurries of blows. Capabel of attacking 4 pcs for 1d6 damage or splitting multiple attacks as desired upon multiple foes. If a character in that party were a "stalwart defender" they could only suffer on hit (from eahc ogre) in a single round.


Those Ogres go from poetentially dealing 2d10 damage vs the party to dealing 8d6 the party.... Ogres are fearsome again, not to mention Grizzly Bears, Giant Boars, or tigers.


Note: All Humanoid monster Types with 2HD or more become much more fearsome under these rules but not orwhelming as the initiative must still be won to gain the option of multiple bloews.



Which intiative rules to use: whichever you normally implement. If using a side vs side intitive method where the highest roll has won it is recomended a side that outnumbers another gain +1 to the roll. A side attacking with heroic or super-heroic combatants against a force with neither should gain an additional +1 to the group inittivie roll.

Wednesday, December 13, 2023

"Secret Alignment System"

My most preferred current version of fantasy dungeon games is BFRPG, there are no alignments in that game. This frees players that want their characters to be heroes to act as heroes and those that want to be anti-heroes to fill that role without worrying about cosmic retribution...right? Wrong.  Nope the universe is still watching but a character's relationship to the cosmos emerges in play.

Where does that leave NPCs?  Well they get an alignment in my notes. That alignment is however a bit more about generic outlook, faction involvement and interaction with others as opposed to cosmic ethos. The underlying model builds off of fairytales. Is that critter likely to eat you? Is that goblin wicked or just greedy?

I assign NPCs and monsters one or more attitudes and motivations:

Benevolent - Hey it's happy and friendly most of the time!

Honorable - Driven by expectations of honor, tradition, and society. Bargains are respected. 

Pious- motivated by their faith and have it govern their daily behavior. The broad dictates of their faith can create a wide range of reactions in this broad category as Cultist of The Purple Spider have a very different code from the Sword Saints.

Timid- It's not dangerous and will seek to disengage from conflict most of the time. 

Selfish- motivated by self-interest but has no outward desire to harm others. Selfish individuals typically put themselves above other concerns. This can create internal conflict that they are forced to confront.

Greedy- The acquisition of wealth motivates everything. They are loyal to their purse strings and only honor bargains to maintain the promised cash-flow.

Aloof- It really just doesn't care about the world of men and wants nothing to do with it. Some Aloof creatures will go out of their way to avoid others, and some will react with shocking cruelty to those that interfere with their plans.

Hungry- all it cares about is eating. Doesn't try to make others suffer but if it's a carnivore you are on the menu if you aren't close friends.

Hostile- aggressive and seemingly always looking for a fight. Does not tolerate the presence and behavior of mannish folk. Hostile creatures are dangerous to interact with.

Wicked- nasty and evil. Rules are made to manipulate others and aid in the destruction of the weak and innocent. Wicked creatures will be scheming and unwholesome but are not always overtly dangerous. 

<faction name>  - this indicates membership in a faction and this involvement provides motivation to the NPC.

In an NPC write-up the first attitude is the most important with up to two others governing that.

Examples:

Gufflebore Dwarves, A: Greedy, Honorable - these fellows are motivated by greed and lust for gold but are likely to honor tradition and negotiate if proper procedures are followed but their palms are always welcoming of a few extra coins.

Muck Ogre, A: Hungry, Hostile- always looking to fill their maws and you my friend are on the menu. They can be diverted or distracted by a ready supply of food as the favor eating over fighting.

Willow Elves, A: Seelie, Aloof, Benevolent- they are apart from the world of men and involved with the rulings and politics of the Seelie court above other matters. They are oddly helpful and will be kind and helpful to individuals as the situation mat dictate.

The Weeping Sisters, A: Hungry, Unseelie, Hostile - these phantom elfin maidens seek to feed off the essence of mannish folk.

 The "secret" here is not every NPC wears their alignment like a badge but interaction during encounters will expose and govern behavior of NPC in relation and reaction to PCS. A PC that frequently battles members of the Seelie court would be dealt with a hostile manner by those aligned with that court. Aloof creatures will not seek to engage with PCs unless PCs push the matter. 

There is no cosmic balance written into this but there is a system that governs interaction and expectations to those that learn about the attitudes and alignment of others.

Thursday, June 22, 2023

BFRPG 4th Edition Ammouncement

 Congratulations of Chris and everyone involved with the Basic Fantasy Role-Playing Game on getting the 4th Edition of the rules out there and under a new non-WOTC  license.


Solomoriah Speaks E18: An Important Announcement - YouTube


It's my current system of choice for my current campaign. 

Basic Fantasy Role-Playing Game

Friday, May 12, 2023

Starting Equipment

Basic equipment list The Outlaws of The DragonWrack campaign.

General Equipment

Item

Cost

Item

Cost

Cooking & Food

Traveling & Exploration

Ale (1 quart)

4 cp

Backpack

12 sp

Brandy (1 noggin)

5 sp

Bedroll

7 sp

Cooking Oil (1 quart)

5 cp

Bladder, Air

15 sp

Fire Grate

9 sp

Blanket

4 sp

Pan

24 sp

 Cordage, 10 yards

2 cp

Pot

15 sp

Crampons

3 cp

Dry Rations (1week)

5 sp

Grappling Hook

12 sp

Iron Rations(1 week)

12 sp

Hammock

5 sp

Waybread (1 week)

35 sp

Horn, signal

15 sp

Fresh Rations(1day)

4 cp

Spikes,12

3 sp

Smallbeer (1quart)

3 cp

Magnet

2 sp

Salt

5 cp oz

Mirror, small

7 sp

Mint (common spice)

2 cp oz

Piton, climbing

2 sp

Pepper(uncommon)

3 sp oz

Rope, hemp

2sp/50 ft

Saffron(exotic)

10 gp oz

Rope, silk

30 sp/50 ft

Teapot

12 sp

Signal Whistle

3 sp

Tripod

6 sp

String. 100 ft

2 sp

Vinegar (1 guart)

7 cp

Skates

30 sp

Whiskey (1 noggin)

3 sp

Skis

20 sp

Wine (1 quart)

5 cp

Sledge

25 sp

Health and Comfort

Sled

50 sp

Bandages (12)

5 sp

Tent, small

9 sp

Brush or Comb

2 sp

Tent, large

50  sp

Crutches

3 sp

Tent, pavilion

250 sp

Rubbing Balm

5 sp

Trap, small animal

12 sp

Razor

3 sp

Trap, animal

20 sp

Soap

5cp/lb

Trap large animal

40 sp

Soap, Perfumed

5sp/lb

Travois

12 sp

Least Healing Tonic

20 sp/dose

Waterskin, 2 quarts

1 sp

Least Healing Plaster

30 sp

Waterbag, 2 gallons

3 sp

Least Healing Clyster

25 sp

Writing

Least Healing Poultice

25 sp/dose

Blotter

10 sp

Snuff

5 cp/oz

Ink

5 sp

Perfume (Noggin)

15sp

Pen

12 sp

Pipeweed

3 cp/oz

Quill, uncut

10sp/6

Pipe, simple

2 sp

Reed, cut

8cp/6

Illumination

Stylus

2,sp

Candles

10 sp/dozen

Chalk Stick, dozen

3 sp

Candle holder

2 sp

Charcoal Stick, dozen

1 sp

Candlestick

5 sp

Paper, sheet

4 cp

Coal Keeper

6 sp

Parchment, sheet

2 sp

Fire Kit

9 sp

Vellum, sheet

5 sp

Lamp, Clay

3 sp

Folio

12 sp

Lamp, Metal

10 sp

Journal, 50 sheets

60 sp

Lantern, Bullseye

40 sp

Book, 200 sheets

200 sp

Lantern, Hooded

15 sp

Wax, sealing.

5 sp

Oil, Lamp

3 sp

Wax, tablet

6 cp

Torches

5 sp/6

Chalkboard, small

2 sp

Containers

Tools

Flask (1 noggin)

1 sp

Bellows

25 sp

Bottle (1 quart)

2 sp

Block & Tackle

15 sp

Jar (2 quarts)

3 sp

Chisel

6 sp

Scrollcase

10 sp

Crowbar

6 sp

Barrel (40 gal.)

12 sp

Hammer

5 sp

Bucket ( 5 gal)

5 sp

Hand Drill

12 sp

Kask (10 gal.)

8 sp

Ladder, 10 ft

3 sp

Chest

50 sp

Needle, sewing

5 sp

Pouch

3 cp

Pick Axe

10 sp

Sack

2 cp

Pliers

5 sp

Satchel

2 sp

Pole, 10’

2 sp

Trunk

12 sp

Shears

15 sp

Clothing

Belt

6 sp

Kilt or Skirt

4 sp

Girdle

9 sp

Breeks

6 sp

Sash

8 sp

Leggings

12 sp

Cap

3 sp

Hose

6 sp

Hat

12 sp

Trews

10 sp

Hood or Cowl

6 sp

Dress

8 sp

Cape

5 sp

Gown

20 sp

Cloak

8 sp

Robes

10 sp

Jacket

12 sp

Sandals

5 cp

Apron

5 sp

Slippers

15 sp

Blouse

3 sp

Shoes

6 sp

Tunic

5 sp

Boots

12 sp

Miscellaneous

Holy Symbol

5 sp

Whetstone

2 sp

Holy Water

2 sp

Bag of Marbles

2 sp

Holy Oil

3 sp

Bag of Caltrops

10 sp

Bell

2 sp

Chain, 10 feet

2 sp

Incense, 6 sticks

5 sp

Garlic

2 cp/bulb

Censor

12 sp

Wolvesbane

8 cp/sprig

Boline or Athame

15 sp

Thevish weed

1 sp/lb

Portable Altar

50 sp

Quiver

5 sp

Musical Instrument

15 sp

Oil, Lubricating (pint)

8 sp

Thieves Tools

Smudge Lamp

20 sp

Glasscutter

20 sp

Catch Hook

5 sp

Goatsfoot

10 sp

Probe

3 sp

Pincers

12 sp

Prod

2 sp

Snips

15 sp

Punch

4 sp

Quicksoap

10 sp/pint

Pinsaw

24 sp

¼

Acid

25 sp


Weapons

Weapon

Damage

WSF

Size

Notes

Cost

Knife

1d3

3

S

Range:-/10/20

2 sp

Dagger

1d4

3

S

Range:10/20/30

5 sp

Baselard

1d5

4

S

Range:-/10/20

10 sp

Shortsword

1d6

5

S

 

15 sp

Sword

1d8

6

M

 

30 sp

TwoHanded Sword

1d10

7

L

 

75 sp

Hand Axe

1d6

5

S

Range: 10/20/30

10 sp

Battle Axe

1d8

7

M

Range: -/-/20

20 sp

Great Axe

1d10

8

L

 

45 sp

Baton

1d3

3

S

 

2 sp

Cudgel

1d4

5

M

 

3 sp

Quarter Staff

1d6

5

M

 

5 sp

War Hammer

1d6

5

S

Range: -/20/30

12 sp

Mace

1d8

7

M

 

15 sp

Maul

1d10

9

L

 

20 sp

Dart

1d3

3

S

Range: 20/40/60

2 sp

Javelin

1d4

4

M

Range: 10/30/50

4 sp

Spear

1d6/1d8

5

M

Range: 10/20/30

10 sp

Polearm

1d10

8

L

 

25 sp

Sling

1d4

9

 

Range: 30/60/90

2 sp

Short Bow

1d6

5

 

Range: 50/100/150

25 sp

Long Bow

1d8

7

 

Range: 70/140/210

60 sp

Lt Crossbow

1d6

4 (1)

 

Range: 60/120/180

30 sp

Hvy Crossbow

1d10

5 (3)

 

Range: 80/160/240

150 sp

Arrow or Quarrel

--

--

--

--

5 sp /dozen

Handgonne

1d10

9(2)

 

Range: 40/80/160

200 sp

Arquebus

1d12

8(2)

 

Range: 50/100/200

300 sp

 Shot and powder

-

-

-

-

20sp/dozen

(1),(2,(3))- how many whole rounds it takes to load this weapon

Armor 

 

AC

Cost

Note

Quilted

12

10 sp

If metal is accounted for the armor is “Ringed”.

Leather

13

20 sp

If metal is accounted for the armor is “Studded”.

Scale

14

40 sp

 

Mail

15

60 sp

 

Lamellar

16

100 sp

 

PlateMail

17

400 sp

 

Field Plate

18

1,500 sp

 

Full Plate

19

4,000 sp

 

Buckler

+1*

10 sp

 

Shield

+2**

25 sp

 

Tower Shield

+3**

50 sp

 

Skull Cap

-

5 sp

+2 save vs stunning blow

Bear Hat

-

10 sp

+3 save vs stunning blow

Great Helm

+1

25 sp

+3 save vs stunning blow

*To the front , ** to front or shielded side

All values above are for normal quality equipment with metal items fashion from Verdin.

Normal unarmored AC is 11.    A suit of Good Silver Mail would cost 487.5 sp(60x5x1.5) provide AC 15 to it’s wearer, be -1 to repair and save vs damage at +1.


Equipment can all be modified by Quality and Material

Quality of Equipment

Quality

QC

Item Save

Hit Or Use

Impact

Repair

Craft

Cost*

Ultimate

U

+3

+3

+3

-5

-11

x 100

Legendary

L

+2

+2

+2

-4

-9

x 50

Splendid

S

+2

+2

+1

-3

-7

x 25

Very Fine

VF

+2

+1

+1

-2

-5

x 10

Fine

F

+1

+1

+1

-1

-3

x 5

Very Good

VG

+1

+1

0

0

-2

x 3

Good

G

+1

0

0

0

-1

x 1.5

Regular

R

0

0

0

0

0

x 1

Bodge

B

-1

0

0

-1

+2

x ¾

Shoddy

sh

-2

-1

0

-3

+4

x 2/3

Duff

Df

-3

- 2

-1

-5

+6

x 1/2

·       Cost is a multiplier for quick purchasing of standard gear , unique items may vary.

Metals

 

AC adj

Save Adj

Repair/Craft

Cost

Aethril

+5

+3

-5

x 100

Galverin

+4

+2

-4

x 50

Crimsteel

+3

+1

-3

x 30

Orachalcum

+2

+1

-2

x 20

Hepatizon

+1

+1

-2

x 10

Silver

0

0

-1

x 5

Ferric

0

0

0

x 2

Verdin

-1

0

+1

x 1

Ludden

-2

-1

+2

X ½

AC ADJ is listed for whole suit of armor, ½ this with no fractions for shields.


(Players please note the tables above are all included in the primer.)

Player Characters start play with 3d6x10 sp

Coin Exchange rates/values:

100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece 

10 Electrum Pieces=5 Gold Pieces= 1 Platinum Piece

(Players please note the primer has a typo for conversion rates, the rates here are correct).