Equipment

 Each newly created character should roll a 2d6 and add 10. The total number is how many Coins worth of equipment he (or she) gets from the following list of stuff.

STUFF

COINS

SIZE

NOTES

Fist/Kick

 --

--

Hits on a 5+, Damage 1, Everybody got these.

Sword, 2Hand

12

 4

Hits on a 4+, Damage 4, Sharp,  heavy and deadly.

Sword

 6

 2

Hits on a 4+, Damage 3, Sharp, lighter, still deadly.

Knife

 2

 1

Hits on a 4+, Damage 2, Sharp.

Spear

 4

 2

Hits on a 4+, Damage 2, Sharp, ranged (close) if thrown.

Wooden Club

 -

 1

Hits on a 4+, Damage 1, Cheap and easily available.

Spiked Club

 2

 1

Hits on a 4+, Damage 2, Backup weapon.

Mace, Huge

 8

 5

Hits on a 4+, Damage 4, Spiked ball on metal post.

Mace

 5

 3

Hits on a 4+, Damage 3, Metal ball on wooden handle.

Rock

--

 1

Hits on a 4+, Damage 1, Ranged (close) if thrown.

Bow, Long

 8

 3

Hits on a 4+, Damage 3, Ranged (far).

Bow, Hunting

 5

 2

Hits on a 4+, Damage 2, Ranged (long).

Crossbow

15

 5

Hits on a 4+, Damage 3, Ignores all armor, ranged (long).

Crossbow, Small

10

 3

Hits on a 4+, Damage 2, Ignores all armor, ranged (long).

Arrows (6)

 1

 1

Usable with bows and crossbows.

PreWar HandGun 30+  1 Hits on a 4+, Damage 4, Ignores all armor, ranged (long), 10 Shots.
PreWar Rifle 50+  2 Hits on a 3+, Damage 5, Ignores all armor, ranged (long), 10 Shots.
PreWar Equipment Always valuable and useful, vehicles especially so.
Magical enchantment +1 Damage  +10C, +2 Damage  +40C, +3 Damage +90C, etc.
+1 die to hit +25C, +2 dice to hit +100C, +3 dice to hit +225C, etc.
Sandals  1 !

Boots

 2

 

!, Protects feet from sharp objects.

Boots, Thigh-high

 3

 1

!, As above and 1pt Armor.

Boots, Hip-high

 5

 1

!, As above and 2pts Armor.

Bikini, Fur

 1

 

#

Bikini, Chain mail

 4

 1

#, 2pts Armor.

Armor, Leggings

 2

 1

!, 1pt Armor.

Armor, Gauntlets

 2

 1

!, 1pt Armor.

Armor, Helmet

 2

 1

!, 1pt Armor.

Armor, Shield

 4

 2

Carried, 5pts Armor, Can be used to Deflect.

Armor, Leather

 4

 2

@, 3pts Armor.

Armor, Chain mail

 8

 3

@, 5pts Armor.

Armor, Plate mail

16

 5

@, 10pts Armor.

Loincloth

 

 

#, Cheap and easily available.

Clothes, Cheap

 2

 

@

Clothes, Average

 4

 1

@

Clothes, Expensive

 8

 2

@

Clothes, Harem

 5

 

!

Belt

 1

 1

!, Can hang 4 size pts of stuff from.

Backpack

 3

 2

!, Can carry 8 size pts of stuff inside.

Flint&Steel

1

 

Used to start fires.

Quiver 1  1 !, Can carry up to 3size pts of arrows inside.
Physicker's Kit 5  1 Allows character's to heal HP.
Healing Draught 2  1 Used by Physickers to heal HP.

Thief Tools

5

Lock picks and stuff like that.

Rope, Hemp

1

 4

10 meters of strong coarse rope.

Rope, Silk

5

 1

10 meters of strong soft rope, good for tying knots and tying things up.

Scroll 2+LV Used to capture and hold spirits. LV is Max untamed Power Rating to be held by the Scroll.

Rations, per week

2

 2

Dried meat and hard tack.

 Notes: @=Covers nakedness, #=Hardly covers nakedness at all,!=Does NOT cover nakedness.

CARRYING STUFF

Each character can carry up to Hit Points in size of stuff without penalty. Every five points of size pass HP (round up) gives a +1 die penalty to all actions (roll an additional dice and remove a high roll). If the character is unable to carry all the items it owns, it may hide them in a cave, or under a boulder.

 

 

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