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=Items=
__TOC__  
__TOC__


==Starting Equipment==
=Starting Equipment=
Characters begin play only with basic equipment:
Characters begin play only with basic equipment:
*1 Large or Two-Handed Martial or Exotic Weapon (mundane materials only) OR 2 Medium or Smaller Weapons (A light shield can be substituted for a Medium weapon)
*1 Large or Two-Handed Martial or Exotic Weapon (mundane materials only) OR 2 Medium or Smaller Weapons. A light shield or bracer of 6x tiny weapons can be substituted for a Medium weapon.
*Light or Medium Armor
*Light or Medium Armor
*Travel Pack (5 days of food, bedroll)
*Travel Pack (5 days of food, bedroll)
*Change of clothes (Common Quality)
*Change of clothes (Common Quality)
*10 Gold
*10 Gold
Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the [[Improved Background]] Benefit.
Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the [[Improved Background]] Benefit.
=Acquiring Additional Equipment=
Players may wish to acquire equipment (e.g. armor and weaponry) that they do not currently own. Whether such items are available for players to purchase (or someone is available to craft them) is left to the discretion of the Storyteller.
==Equipment Crafting==
{{Main|Equipment Crafting}}
Often times, specific pieces of armor are not available for purchase ready-made on the market. It is possible to commission custom-made pieces of various styles and materials from skilled crafters using the Equipment Crafting rules and pricing guide.
=Weapons and Armor=
==Weapons==
{{Main|Weaponry}}
Weaponry of all shapes and sizes can be found throughout the world of Lorithandar, and occasionally beyond it.
===Armor Piercing===
Weapons with this attribute ignore a number of points of their target’s Armor Value equal to their Armor Piercing value. Armor Piercing (AP) penetrates Armor bonuses only, not Shield bonuses. AP does not penetrate Magical Armor such as that provided by the [[Force Armor]] or [[Spectral Armor]] spells. ''If a weapon's Armor Piercing value equals or exceeds the Armor Value AND any Enhancement values of the target's armor, then any Damage Reduction is also ignored.''


''Example 1'': Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.
''Example 2'': Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.
===Ignore Dodge===
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target [[Conditions#Flatfooted|Flatfooted]].
==Armor & Shields==
==Armor & Shields==
{{Main|Armor and Shields}}
===Armor Value & Shield Bonuses===
All armor has an '''Armor Value''' which is added to your character's available Dodge and any applicable Shield Bonus for a combined ''Physical Defense'' value while equipped. Physical defense determines the number of dice removed from incoming attacks' dice pools. Unlike Dodge, Armor Value is not reduced by each incoming attack during a round. However, the defense that armor provides may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.


===Armor Value===
Shields provide a '''Shield Bonus'''. Just like Armor Value, the Shield Bonus may be considered as a part of the character's overall Physical Defense. Shield Bonuses are not affected by Armor Piercing, however a Shield Bonus may only be applied when the shield user is not flat-footed.
All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
====Enhancement====
====Enhancement====
Magical enhancement bonuses on armor do not stack with enhancement bonuses on a shield. Whichever defensive bonus is higher (armor enhancement OR shield enhancement) is added to the character's defense.
Magical Enhancement bonuses to Armor Value '''do not''' stack with magical Enhancement to Shield Bonuses. Whichever Enhancement bonus is higher (armor Enhancement OR shield Enhancement) is added to the character's Physical Defense.
 
===Damage Reduction===
===Damage Reduction===
Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.
Medium and Heavy forms of armor provide a trait called Damage Reduction (also known as D.R.), which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.
 
===Max Dodge===
===Max Dodge===
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
===Armor Check Penalty===
===Armor Check Penalty===
Medium Armor, Heavy Armor, and Heavy Shields are more difficult to move with. They apply a penalty that reduces the wearer's Speed, as well as their Acrobatics, Climb, Stealth, and Swim skills. The Heavy Armor Training Benefit can reduce the Speed penalty applied by Medium or Heavy Armor, but not the skill penalty.
Medium Armor, Heavy Armor, and Heavy Shields are more difficult to move with. They apply a penalty that reduces the wearer's Speed, jump distance (to a minimum of 1 yard), as well as their Acrobatics, Athletics, Stealth, and Swim skills. The Heavy Armor Training Benefit can reduce the Speed penalty applied by Medium or Heavy Armor, but not the skill penalty.
 
=Consumables=
===Shield Bonuses===
Consumable items are single-use items, such as potions and poultices, poisons, and alchemy or crafting components, which are destroyed upon use.  
Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.
==Potions & Poultices==
 
{{Main|Potions and Poultices}}
'''Armor'''
Potions and poultices are consumable items that have a variety of generally positive healing effects. The main difference between the two is that Potions must be consumed by drinking them, whereas poultices may be applied topically as ointments. Some poultices may also be safely eaten.
{| class="wikitable"
!Armor Type !!Examples !!Armor Value !!Damage Reduction !!Max Dodge !!Armor Check Penalty !!Required Strength
|-
| Light
|| Studded Leather, Chain Shirt
|| 1
|| -
|| Unlimited
|| -
|| 1
|-
| Medium
|| Chainmail, Scale Mail
|| 2
|| 1
|| 3
|| 1
|| 2
|-
| Heavy
|| Full Plate
|| 3
|| 2
|| 1
|| 2
|| 3
|}
 
'''Shields'''
{| class="wikitable"
!Shield Type !!Examples !!Shield Bonus !!Armor Piercing Reduction !!Armor Check Penalty !!Required Strength
|-
| Light || Buckler, Hoplon || 1 || 1 || - || 2
|-
| Heavy || Heater Shield, Kite Shield || 2 || 1 || 1 || 3
|}
 
==Weapons==
 
===Armor Piercing===
Weapons with this attribute ignore a number of points of their target’s armor equal to their Armor Piercing value. If a weapons Armor Piercing value equals or exceed the Base Armor Rating AND the Enhancement values of the weapon equal or exceed the Enhancement values of the target's armor then any Damage Reduction is also ignored.
 
Example 1: Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.
 
Example 2: Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.
 
===Ignore Dodge===
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target [[Conditions#Flatfooted|Flatfooted]].
 
===Martial Weapons===
{| class="wikitable"
!Weapon Type !!Examples !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat
|-
|Tiny ||Throwing Knife, Shuriken, Kunai ||1 ||1 ||+1 Armor Piercing, May '''only''' be thrown, Range increments of 5/10/15 ||1 Strength ||Strength or Dexterity
|-
|Small ||Dagger, Poniard ||1 ||1 ||+1 Armor Piercing, May be thrown, Range increments of 5/10/15 ||1 Strength ||Strength or Dexterity
|-
|Medium ||Shortsword, Rapier, Spear, Javelin ||1 ||2 ||+1 Armor Piercing. Javelins may be thrown, Range increments of 10/15/20. ||2 Strength ||Strength or Dexterity
|-
|Large ||Longsword, Flail, Warhammer, Mace, Axe ||1 ||3 || N/A ||2 Strength ||Strength
|-
|Two Handed Slashing ||Greataxe, Greatsword, Polearm ||2 ||5 || N/A ||3 Strength ||Strength
|-
|Two Handed Piercing ||Long Spear, Lance ||2 ||4 ||+1 Armor Piercing, May be wielded 1H while mounted ||2 Strength ||Strength or Dexterity
|-
|Two Handed Crushing ||Maul, Greatclub ||2 || 3 || Successful attacks deal an additional point of non-lethal damage. ||3 Strength ||Strength
|-
|Staves ||Staff ||2 ||2 ||Non-Lethal Damage ||2 Strength ||Strength or Dexterity
|-
|Tiny Ranged ||Hand Crossbow ||1 ||1 ||+1 Armor Piercing, Fast action to reload, Range increments: 15/25/35 ||1 Strength ||Dexterity
|-
|Small Ranged ||Short Bow, Light Crossbow ||2 ||2 ||+1 Armor Piercing, Move action to reload, Range increments: 15/25/35. ||1 Strength ||Dexterity
|-
|Large Ranged ||Longbow, Medium Crossbow ||2 ||2 ||+2 Armor Piercing, Move action to reload, Range increments: 20/40/60. ||2 Strength ||Dexterity
|-
|Heavy Ranged ||Heavy Crossbow ||2 ||3 ||+3 Armor Piercing, Full round action to reload, Range increments: 20/40/60. ||1 Strength (winch) ||Dexterity
|}
 
===Uncommon Weapons===
Uncommon Weapons function similarly to Martial Weapons, but may be made of uncommon materials, offer additional bonuses, or are only available in particular areas.
 
{| class="wikitable"
!Weapon Name !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat !!Description
|-
|Ice Axe
||1
||2
||+1 Armor Piercing, +1 Climb
||1 Strength
||Strength or Dexterity
||A combination weapon/tool, the traditional Svaald Ice Axe has a long spike or hook on the rear of the weapon used to drive into ice to aid in climbing. The front edge is wedgelike and can shear through ice as well as flesh.
|-
|Fighting Gloves
||2
||3
||Unarmed Combat rolls deal Lethal damage.
||2 Strength
||Strength or Dexterity
||These metal studded gloves are designed to turn a simple punch into a deadly weapon. They are frequently worn by the Koolongi fighting monks when they need to defend themselves on long travels.
|-
|Alloy Bow
||2
||3
||+2 Armor Piercing, Range increments are 15/25/35.
||3 Strength
||Dexterity
||The extreme cold of the Northern Wastes, and the lack of wood, made traditional bows impossible to construct; however, the Svaald's skill in metalworking crafted an alloy flexible enough to be used for a short bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch.
|-
|Elven Thinblade
||1
||2
||+1 Armor Piercing
||1 Strength
||Strength or Dexterity
||This one-handed weapon of elvish design mixes the longsword and the rapier into a narrow edged blade with a piercing point. The weapon may be used to make Piercing or Slashing attacks with equal benefit.
|-
|Magitech Pistol
||1
||2
||Ignores Dodge, 2 charges, Full Round Action to reload charges at the cost of 1 Mana per charge, Range increments are 15/35/55.
||1 Strength
||Dexterity
||This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical core to fire deadly bolts, but must be recharged with the wielder's own energy.
|-
|Magitech Rifle
||2
||4
||Ignores Dodge, 1 charge, Full Round Action to reload charges at the cost of 1 Mana per charge, Range increments are 20/40/60.
||2 Strength
||Dexterity
||This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical core to fire deadly bolts, but must be recharged with the wielder's own energy.
|}
 
===Exotic Weapons===
Exotic Weapons are substantially different to wield than normal weapons and require special training. Each Exotic Weapon has its own [[Exotic_Weapons_Skill|Exotic Weapons Skill]] which needs to be learned independently.
 
{| class="wikitable"
!Weapon Name !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat !!Description
|-
|Chakram
||1
||2
||+1 Armor Piercing. May be thrown, Range increments are 10/15/20.
||2 Strength
||Strength or Dexterity
||This exotic medium weapon is most commonly used by Wild Elves and Feran in their native jungles and forests. It can be used as both a melee weapon and a thrown weapon using the Exotic Weapons Skill for both types of attack.
|-
|Ultra-Greatsword
||2
||6
||-1 Dodge
||4 Strength
||Strength
||An extremely rare weapon, the Ultra-Greatsword is large and heavy, requiring extreme strength to wield effectively. Even when the wielder is strong enough to swing the weapon, it drags their body reducing their ability to defend themselves. The choice for attackers willing to give up defenses for the maximum in offense.
|-
|Claw Gauntlets
||2
||2
||+1 Armor Piercing, Allows use of the Natural Weapons Fighting Style.
||2 Strength
||Strength or Dexterity
||These gloves or wristguards are mounted with razor sharp metal claws. Originally created in Koolong as a homage to the Feran fighters who saved their homeland, they are most commonly associated with the [[Rei-Shaad_Monks|Rei-shaad Monks]].
|-
|Spiked Chain
||2
||2
||Reach, allows Grapple attempts with Melee Weapons skill instead of Unarmed Combat
||2 Strength
||Strength or Dexterity
||The spiked chain may include a variety attachments on the end, such as a dagger (thrown weapon with 1 yard range which can be retrieved with the chain), or kama (a medium melee weapon which can be dual wielded with the chain itself).
|-
|Elven Longblade
||2
||5
|| +1 Ignore Dodge (Quicksilver)
||2 Strength
||Strength or Dexterity
||This gently curved two-handed weapon of elvish design uses the light weight of quicksilver to make an extremely agile two-handed sword which can be wielded with Dexterity or Strength.
|}
 
==Special Materials==
 
'''Weapon Special Materials'''
{| class="wikitable"
!Material !!Weapon Type !!Required Strength !!Equipment Bonus !!Description
|-
|Quicksilver || All Melee || -1 || +1 Ignore Dodge || This lightweight, silvery metal is easy to use, and makes for fine weapons that whip through the air at speed.
|-
|Adamantine || All Melee || +1 || +1 Armor Piercing || Weapons made of Adamantine weigh more, which gives them more heft and momentum.
|-
| Glass-Steel || All Melee || -1 || -1 Stealth || This flashy material created with magic is both lightweight and durable, but not at all subtle.
|-
|Ironwood ||All Ranged || +1 || +1 Damage, +1 Armor Piercing || This dark wood is of exceptional quality.
|-
| Emberstone || All Melee || N/A || Applies [[Burning]] on hit.* || A durable planar material native to Pandemonium, it is extremely difficult to acquire.
<small>* Emberstone must be activated with Shock or Fire to ignite for 5 rounds.</small>
|}
 
'''Armor Special Materials'''
{| class="wikitable"
!Material !!Armor Type!!Required Strength !!Armor Check !!Equipment Bonus !!Description
|-
| Quicksilver || Light, Medium, Heavy || -1 || -1 || +2 Maximum Dodge ||
|-
| Adamantine || Medium, Heavy || +1 || +1 || +1 Armor Piercing Reduction, +1 Damage Reduction ||
|-
| Ironwood|| Heavy || +1  || +1 || ||
|-
| Drakescale || Medium, Heavy || N/A || N/A|| +2 Magic Defense ||
|-
| Dragonscale || Medium, Heavy || N/A || N/A || +3 Magic Defense ||
|}
 
==Potions==
 
{| class="wikitable"
!Name
!Potency
!Cost
|-
| Herbal Healing Potion || 1 lethal healing; character may only gain healing from these potions once each day || 20g
|-
| Magical Healing Potion || 10d10 || 80g
|-
| Superior Healing Potion || 12d10 ||
|}


==Poisons==
==Poisons==
{{Main|Poisons}}
Poisons are consumable items that can either ingested or applied to weaponry. They may be found available for purchase at suitable locations throughout Lorithandar, such as an apothecary shop.
==Spellpaper==
{{Main|Craft Spell Scroll#Purchasing Spellpaper}}
Spellpaper is a component used in the crafting of spell scrolls. Inscribed Spellpaper can be purchased directly at some mage consortiums, or a mage can purchase some Blank Spellpaper and try to inscribe it herself for a reduced cost.
=Other Supplies=
{{Main|Supplies}}
Equipment useful for traveling and adventuring, as well as day-to-day life.


'''Injury Poisons'''
=Mounts and Transportation=
{| class="wikitable"
!Rank
!Name
!Potency
!Damage / Effect
!Duration
!Interval
!Cost
|-
| 1
|| Adder Venom
|| 8d10
|| 1 Lethal
|| 2 rounds
|| 1 round
|| 10g
|-
| 1
|| Centipede Poison
||8d10
|| -2 Speed, -2 Perception
|| 1 Hour
|| -
|| 10g
|-
| 2
|| Giant Wasp Poison
|| 9d10
|| 1 Lethal
|| 4 rounds
|| 1 round
|| 30g
|-
| 2
|| Bloodroot Seeds
|| 9d10
|| -2 Skills
|| 1 Hour
|| -
|| 30g
|-
| 3
|| Viper Venom
|| 10d10
|| 1 Lethal
|| 6 rounds
|| 1 round
|| 75g
|-
| 3
|| Arrow Frog
|| 10d10
|| Target only succeeds on rolls of 9 or 10 for the duration of the effect.
|| 1 Hour
|| -
|| 75g
|-
| 4
|| Bebelith Venom
|| 11d10
|| 1 Lethal
|| 8 rounds
|| 1 round
|| 100g
|-
| 4
|| Shadow Essence
|| 11d10
|| Unconsciousness
|| 1 Hour
|| -
|| 100g
|-
| 5
|| Lotus Venom
|| 12d10
|| 1 Lethal, -2 Skills
|| 10 rounds
|| 1 round
|| 500g
|-
| 5
|| Mysterious Powder
|| 14d10
|| Target may not use any spells, or abilities that require mana.
|| 10 rounds
|| -
|| 10,000g
|}
 
'''Ingested Poisons'''
{| class="wikitable"
!Rank
!Name
!Potency
!Damage / Effect
!Duration
!Interval
!Cost
|-
| 1
|| Toadstool
|| 8d10
|| x
|| x
|| x
|| 5g
|-
| 1
|| Id Moss
|| 8d10
|| x
|| x
|| x
|| 5g
|-
| 2
|| Belladonna
|| 9d10
|| x
|| x
|| x
|| 15g
|-
| 2
|| Taggit Oil
|| 9d10
|| x
|| x
|| x
|| 15g
|-
| 3
|| Hemlock
|| 10d10
|| x
|| x
|| x
|| 45g
|-
| 3
|| Arsenic
|| 10d10
|| x
|| x
|| x
|| 45g
|-
| 4
|| King’s Sleep
|| 11d10
|| x
|| x
|| x
|| 50g
|-
| 4
|| Grave Dust
|| 11d10
|| x
|| x
|| x
|| 50g
|-
| 5
|| Tears of Death
|| 12d10
|| x
|| x
|| x
|| 200g
|}
 
==Other Equipment==
{| class="wikitable"
!Name
!Description
!Notes
!Weight
!Cost
|-
| Torch
||
|| Provides bright light for 5 yd., and low light for an additional 5 yd.
|| 3  lb.
|| g
|-
| Rope
|| 20 yards of hemp rope.
|| Can hold up to 800 lb. weight
|| 1 lb.
|| g
|-
| Lockpicking Set
|| A basic set of lockpicks
|| Proficiency bonus to [[Pick Lock Skill]]?
|| 0.5 lb.
|| g
|}
 
=Mounts=
{{Main|Mounts}}
{{Main|Mounts}}
Various creatures throughout Lorithandar have been domesticated for use as transportation. The most commonplace mounts are horses, which are purchaseable, however some other animals able to be trained as mounts may be encountered through gameplay.  
Various creatures throughout Lorithandar have been domesticated for use as transportation. The most commonplace mounts are horses, which are purchaseable, however some other animals able to be trained as mounts may be encountered through gameplay.
{| class="wikitable"
|+ Purchasable Mounts
|-
!Mount !! Description !! Cost
|-
| [[Work Horse]] || As horses go, this one is suitable for pulling carts and doing light work in the fields. || g
|-
| [[Standard Horse]] || A sturdy creature, this horse is frequently used for travel and pleasure riding. || g
|-
| [[Light Horse]] || Light horses are on the smaller side, granting them more speed than other horses. || g
|-
| [[Heavy Horse]] || Heavy horses are accustomed to hard work, and are more hale and hearty than most. || g
|-
| [[Destrier]] || These horses are born and bred for combat. || g
|}
==Mount Training==
Those who wish to pursue Mounted Combat will find that they are most effective with a Trained Mount. Mounts can be bought with coin or occasionally acquired through gameplay. In order to properly control a trained mount, the character's [[Ride Skill]] must be at a rank equal to or greater than that of their mount's Training. Otherwise, all Ride and Handle Animal checks involving the mount take a -2 penalty.
 
{| class="wikitable"
!Skill Rank
!Training
!Description
!Cost
|-
|1 || Trained Mount || This creature has been properly trained to be ridden, and its rider gains a +1 bonus to Ride checks at rank 1. At Rank 3, this increases to +2. At rank 5, this increases to +3. || g
|-
| 2 || Stalwart Mount || Loud noises, the smell of blood, or even injury will not cause the mount to rear or flee. The caster no longer needs to make additional ride checks when the mount is injured. The mount is well-trained enough to respond only to its assigned rider. If another creature attempts to mount it, the mount may attempt to throw them and make an opposed roll of the mount’s Attack + Rank vs Str or Dex + Ride. || g
|-
| 3 || Spirited Mount || Once per round, when an enemy enters the mount’s threatened space, the enemy must make an Acrobatics save to avoid being attacked by the mount as a Reactive action. If they fail the save, they either take Lethal (mount with Natural Weapons), or take Non-Lethal damage and are knocked Prone (other mounts). || g
|-
| 4 || Superior Mount || || g
|-
| 5 || Exceptional Mount || || g
|}
 
==Mount Barding==
 
=Other Transport=
 
==Rentals==
==Rentals==
{| class="wikitable"
{| class="wikitable"
!Method
!Method

Latest revision as of 22:23, 14 April 2024

Starting Equipment

Characters begin play only with basic equipment:

  • 1 Large or Two-Handed Martial or Exotic Weapon (mundane materials only) OR 2 Medium or Smaller Weapons. A light shield or bracer of 6x tiny weapons can be substituted for a Medium weapon.
  • Light or Medium Armor
  • Travel Pack (5 days of food, bedroll)
  • Change of clothes (Common Quality)
  • 10 Gold

Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.

Acquiring Additional Equipment

Players may wish to acquire equipment (e.g. armor and weaponry) that they do not currently own. Whether such items are available for players to purchase (or someone is available to craft them) is left to the discretion of the Storyteller.

Equipment Crafting

Often times, specific pieces of armor are not available for purchase ready-made on the market. It is possible to commission custom-made pieces of various styles and materials from skilled crafters using the Equipment Crafting rules and pricing guide.

Weapons and Armor

Weapons

Weaponry of all shapes and sizes can be found throughout the world of Lorithandar, and occasionally beyond it.

Armor Piercing

Weapons with this attribute ignore a number of points of their target’s Armor Value equal to their Armor Piercing value. Armor Piercing (AP) penetrates Armor bonuses only, not Shield bonuses. AP does not penetrate Magical Armor such as that provided by the Force Armor or Spectral Armor spells. If a weapon's Armor Piercing value equals or exceeds the Armor Value AND any Enhancement values of the target's armor, then any Damage Reduction is also ignored.

Example 1: Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.

Example 2: Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.

Ignore Dodge

Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target Flatfooted.

Armor & Shields

Armor Value & Shield Bonuses

All armor has an Armor Value which is added to your character's available Dodge and any applicable Shield Bonus for a combined Physical Defense value while equipped. Physical defense determines the number of dice removed from incoming attacks' dice pools. Unlike Dodge, Armor Value is not reduced by each incoming attack during a round. However, the defense that armor provides may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.

Shields provide a Shield Bonus. Just like Armor Value, the Shield Bonus may be considered as a part of the character's overall Physical Defense. Shield Bonuses are not affected by Armor Piercing, however a Shield Bonus may only be applied when the shield user is not flat-footed.

Enhancement

Magical Enhancement bonuses to Armor Value do not stack with magical Enhancement to Shield Bonuses. Whichever Enhancement bonus is higher (armor Enhancement OR shield Enhancement) is added to the character's Physical Defense.

Damage Reduction

Medium and Heavy forms of armor provide a trait called Damage Reduction (also known as D.R.), which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.

Max Dodge

All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.

Armor Check Penalty

Medium Armor, Heavy Armor, and Heavy Shields are more difficult to move with. They apply a penalty that reduces the wearer's Speed, jump distance (to a minimum of 1 yard), as well as their Acrobatics, Athletics, Stealth, and Swim skills. The Heavy Armor Training Benefit can reduce the Speed penalty applied by Medium or Heavy Armor, but not the skill penalty.

Consumables

Consumable items are single-use items, such as potions and poultices, poisons, and alchemy or crafting components, which are destroyed upon use.

Potions & Poultices

Potions and poultices are consumable items that have a variety of generally positive healing effects. The main difference between the two is that Potions must be consumed by drinking them, whereas poultices may be applied topically as ointments. Some poultices may also be safely eaten.

Poisons

Poisons are consumable items that can either ingested or applied to weaponry. They may be found available for purchase at suitable locations throughout Lorithandar, such as an apothecary shop.

Spellpaper

Spellpaper is a component used in the crafting of spell scrolls. Inscribed Spellpaper can be purchased directly at some mage consortiums, or a mage can purchase some Blank Spellpaper and try to inscribe it herself for a reduced cost.

Other Supplies

Equipment useful for traveling and adventuring, as well as day-to-day life.

Mounts and Transportation

Various creatures throughout Lorithandar have been domesticated for use as transportation. The most commonplace mounts are horses, which are purchaseable, however some other animals able to be trained as mounts may be encountered through gameplay.

Rentals

Method Description Passengers Cost
Rental Horse A standard horse and tack suitable for travel. 1 medium creature 20g
Rental Cart 2-4 medium creatures 30g
Rental Wagon 5-8 medium creatures 50g