
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.