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Money:

Gold Plates are worth 25 Dollars each. Parts of the plates are broken off at 2 dollars a brake. Someone might
ask you for two corners (4 dollars) for something. Coins are also used at 1 dollar a coin. Coins are counted out in (GC)
Gold credits.
GP
PC
IC
GCP
GC
SC
CC
Ammo, Modern
Armor Piercing
Bean Bag
Caseless
Dart
Explosive
Flechette
Hollow Point
Incendiary
Liquid Silver

1 Gold Plate
1 Platinum Credit
1 Ivory Credit
1 Gold Corner
1Gold Credit
1Silver Credit
1Copper Credit

=
=
=
=
=
=
=

25 Dollars
5 Dollars
3 Dollars
2 Dollars
1 Dollar (US)
10 Cents
1 Cent

Poison
Rubber

Damage
Reduces armor value by
Stunning Damage 3D4
No casings
Can be filled with liquid
+10 damage
+3 Damage 3 area Small darts
Damage x2
+ D6 Fire
(x3 damage to lupines+2D8 silver damage
absorbed into the body)
+3D4 sunlight damage on Vampires
absorbed in the body.
Normal Dam + Poison Dam
Stunning Damage

White
Phosphorous
Wooden

+4 Damage +D6 Fire Damage After 3 shots


in less than 1 min the barrel melts
Stake a vampire. normal damage

Liquid UV

Weapon, Modern

Useable In
Assault Rifles, Rifles, Hand guns, Bows
Shot Gun, Grenade Launcher
Hand guns
Hand guns, Tranquilizer Guns, Rifles, Bows
Assault Rifles, Rifles, Bows
Hand Gun, Rifle, Bows
Hand guns, Rifles
Rifles, Shot Gun, Bows
Hand Gun, Shot Gun, Rifle, Bows
Hand Gun, Shot Gun, Rifle, Bows
Hand Gun, Rifle, Bows
Assault Rifles, Machine Gun, Shot Gun,
Bows
Shot Gun, Machine Gun, Mounted Gun
Hand Gun, Shot Gun, Machine Gun, Bows

Damage

Range

# Shots

Axe
Baseball Bat
Baton, metal
Bayonet

D4+Str M
D4
D2 +STR M
D2+STR M

1-2
Arm
Arm
Arm

1
1
1
1

Belaying Pin
Boat hook
Bottle Broken
Bottle Whole

D2 +STR M
D2+ STR M
1+ STR M
0+ STR M

Arm
Arm
Arm
Arm

1
1
1
1

1
1
1
1

1+ STR M

Arm

3D10+4

Arm

1/ 2

D2+Str M
3D4
D4+2+Str M

3-9
1
Arm

1
1
1

-1
1

B
S
B

D2+STR M
D4+Str M
D2+ STR M

Arm
Arm
Arm

1
1
1

1
-1

S
B
B

Brass Knuckles
Bull Beater
Chain
Chain Saw
Chair folding
metal
Cleaver
Club
Crowbar

Rounds /
attack
-1
1
1

Notes

Attached to a
weapon
Knock out

Brakes on
impact
Damage added
to punch skill
Backpack cattle
prod

Type
S
B
B
B
B
P
PS
B
B
-

Weapon, Modern

Damage

Range

# Shots

Arm
Throw skill
2
Arm
Arm

1
1
1
1
1
1
1
1
1
1
1
2
1
1
1
1
1
1
1

Sap
Scissors
Screwdriver
Sickle
Stinger Jr.

1+STR M
5D10
D2+STR M
D2+STR M
D4+ STR M
D4+STR M
1+STR M
D2+Str M
D4
D4 + STR M
1+ STR M
-D4 +STR M
0+ STR M
2D6
3D4
1+ STR M
1+ STR M
D2+1+STR
M
D2+ STR M
1+STR M
1+STR M
D4
D6+2

Straight Razor
Switchblade
Sword Cane
Sword, Fencing
Tazer
Teargas Grenade
Tire Iron
Trash Can
Whip
Wrench

1 +STR M
1+ STR M
D4 +STR M
D2
D6
-2+STR M
1+ STR M
D2+ STR M
D2+ STR M

Arm
Arm
3
4
5
Throw skill

Fondue Fork
Frag Grenade
Garden Weasel
Golf Club
Hatchet
Hedge Clippers
Knife, Cooking
Knife, Hunting
Machete
Nunchaku
Paddle
Pepper Spray
Pitchfork
Pool Cue
Power Drill
Power Saw
Razor
Riding Crop
Sai

Arm
Arm
2
2
2-4
5-10
4
2-4

Arm
1
1
Arm

1
2

Arm
3
Arm

Rounds /
attack
1
1
1
1
1
1
1
-1
1
1
1
1
1
1
1
1
1
1

1
1
1
1
1

1
1
1
1
1

1
1
1
1
1
1
1
1
1
1

1
1
1
1
1
1
1
1
1
1

Notes

Type
P
B
S
PS
PS
PS
S
B
B
P
B
P
P
S
S
B

Wooden
Blind D4Turns

B
PS
P
S
-

Small cattle
prod

Stun D10 Turns

S
PS
PS
P
B
B
S
B

Weapon, Modern
Air Rifle (Toy Gun)
AK47 (Assault Rifle)

Damage
D4
D8+2

Range
50
100/300/600

# Shots
10
30

Rounds / attack
1
1

Notes

Crossbow Grapple
Derringer (.22 Hand
Gun)
Desert Eagle (.50
Hand Gun)
Double Shotgun
Flame Thrower
Flame thrower,
personal
Flare Gun
Flint Lock Pistol (.60
Hand Gun)
Freeze Pistol (Hand
Gun)
Gatling gun (.45

D4
D4+1

120
5/10/20

1
2

1
1

D8

20/40/80

D8(Shot Gun)
3D6+3
2D6+2

12/24/48
5/10/15
5

2
10
2

1/2
1
1

Area effect 10
15 Area
Campfire burst

D8
D4+1

30
5/10/20

1
1

1
1/2

1D10

300 Yards

50

2/1

Seen up to 4 miles
Black Powder
musket balls
+1 Enc/Hit

2D6

-/-/1000

200

Semi-Auto 6D8+5
Uses 6 rounds.
Holds 2,000 lbs

Automatic burst

Weapon, Modern
Mounted Gun)

Damage

Range

# Shots

Rounds / attack

Glock (9mm Hand


Gun)
Gyrojet, Pistol

D6

20/40/80

15

2D10

20/40/80

10

Kentucky Rifle (.45


Rifle)
M-14 (Rifle)

D4+1

15/30/60

1/3

D8+2

60/100/150

20

M-16 (Assault Rifle)

D8

100/300/600

30

M-60 (Machine Gun)

2D6

30/60/120

200

MP-5 (9 mm
Machine Gun)
Net Launcher
Paint Ball Gun
Pistol (.45)
S&W (.44 Handgun)
Shotgun, doublebarrel (12g Shotgun)
Shotgun, pump (12g
Shotgun)
Spear Gun
Springfield (.52
Rifle)
Sticky Foam Sprayer
Tommy Gun (.45
Machine Gun)
Tranquilizer Gun
Uzi (9mm Machine
Gun)
Winchester (Rifle)

D6

60/100/150

20

D2
1
D8
D6
D8

20
30
20/40/80
20/40/80
12/24/48

1
100
8
8
2

1
2/1
1
1
1

D8

12/24/48

2D6
D6

15
15/30/60

1
1

1
1/3

D8

15
12/24/48

1
20

1
1

1
D6

30
12/24/48

1
25

1
1

D6

24/48/96

Grenade Type, Modern


Acid
Ash
C4 Explosive
Cryoban
Dynamite
Fire
Flash
Foam
Gas
Ice
Molotov Cocktail
Pepper
Plasma( w/ magnetic dampening field)
Shrapnel
Smoke
Teargas
Thermite
Thunder
White Phosphorous

Notes
10D6 Uses 40
rounds
Uses exploding
rounds
Black Powder
Musket Balls
Automatic Burst
4D8+5 uses 4
rounds
Automatic Burst
4D8 uses 6 rounds
Automatic Burst
8D6 uses 40
rounds
Automatic Burst
3D6 uses 4 rounds
Entangle target

Black Powder
5 area entangled
Automatic Burst
4D8 uses 4 rounds
Sleep 3D4 Turns
Automatic Burst
4D6 uses 5 rounds

Damage
6D8 corrosive acid spray 2
D4 Chokes oxygen from the area 20 CON Check +D12
6D6 20
3D6 super-cooled Chemical
3D6 20
3D4 Fire 10
D4 Blind 20
D4 covers the area in a foam 30
D4 Knock out gas 20
3D4 liquid cold spray 5
2D4 10
D4 burns the eyes and lungs 10
10D6 4 area
6D6 20
D4 covers a 15x 15 area with smoke
D4 burns eyes and throat 40
6D8 area
3D6 sonic damage deafens those in the blast area. 20
4D8 Burns ignores armor Rating 10

Cost in dollars
45
20
300
2,000
10
5
2
5
5
50
10
5
1,000
35
2
25
100
30
100

Equipment
Modern Cost
Acetylene Torch
Animal Feed
Backpack
Binoculars, Range-Finding
Blanket
Bolt Cutter
Bug Sweeper
Camera 35 MM
Cell Phone
Cell phone Jammer
Chain (10)
Chainsaw
Chemical Light Sticks (5)
Climbing Gear
Compass
Computer, desk
Computer, laptop
Digital Audio Recorder
Duct Tape
Fake ID
Fire Extinguisher
Flashlight
Gas Mask
Generator, portable
Glass Cutter
GPS
Grappling Hook
Handcuffs, Steel
Handcuffs, Zip-Tie
Holster
In-line Skates
Instrument
Jaws of Life
Kerosene
Kit Car Opening
Kit Disguise
Kit Electrical Tool
Kit First Aid
Kit Forgery
Kit Lab
Kit Mechanical Tool
Kit Pharmacist
Kit Surgery
Kit Survival
Lantern
Laser Sight
Lock picks
Map
Marbles, Bag
Matches
Metal Detector
Microphone
Mircrotransmitter
Multi-purpose Tool
Night-Vision Goggles
Oil
Police Scanner
Propane Canister

120.00
20.00
20.00
230.00
15.00
20.00
200.00
120.00
130.00
200.00
10.00
60.00
2.00
100.00
20.00
400.00
300.00
15.00
1.00
100.00
30.00
6.00
40.00
700.00
6.00
30.00
20.00
45.00
3.00
80.00
40.00
300.00
2,000.00
50.00
200.00
350.00
250.00
40.00
2,000.00
500.00
500.00
800.00
350.00
150.00
10.00
25.00
40.00
10.00
2.00
1.00
35.00
50.00
200.00
20.00
120.00
15.00
40.00
50.00

Ram, Portable
Road Flare
Rope (50)
Saddle
Scope
Skateboard
Skis
Sleeping Bag
Snowboard
Spike strip
Suppressor, Pistol
Suppressor, Rifle
Tarp
Tent (4 person)
Tool belt
Video Camera
Walkie-Talkie
Watch
Winch, Portable
Zip Ties (12)
Zippo

200.00
7.00
24.00
400.00
50.00
35.00
45.00
60.00
100.00
20.00
35.00
45.00
10.00
200.00
50.00
160.00
65.00
70.00
500.00
3.00
30.00

Combat/ Equipment Information


Armor Chart I (AR) 0

Type of Protection
Normal clothing
Leather Armor
Chainmail Armor
Kevlar Vest
Plate mail Armor
Riot Gear
Shield
Mark 3 Combat Armor
Dueling Cloak
Studded Leather
Bone/ Shell Armor
Steel- Reinforced Jacket

Value Encumbrance
Value = The value number is the materials full
0
0
HP protection. Add this number to your HP for
4
0
protection. (When these added HP are used up
12
4
the material is destroyed. Materials that are
12
1
not destroyed in combat can be repaired with a
20
6
repair armor skill. If successful the material is
20
3
5
0
back to its full value.
40
5
Encumbrance = Add the encumbrance
2
0
number to your encumbrance score. Subtract
5
1
your encumbrance from your Dodge score or
10
3
other physical skilsl. Do not subtract
15
4
encumbrance from Ability scores. (Skills
possibly effected: Balance, climb, escape, hide, jump, move silent, and tumble.)

Armor Chart II (AR) Material used as cover or protection.


Type of protection
Brick
Concrete
Glass
Ice
Plastic
Steel
Wood

Value per inch


16
16
1
4
2
32
12

Armor
Name

Armor Cost

Normal
Clothes

1 SC/
$50.00

Leather
Armor

1 GC/
$200.00

Pants, jacket, moccasins, soft boots, dueling cloak, hide


armor, furs, tunic or dress from leather.

Chain Mail
Armor

5 GC/
$1,000.00

Linked chains covering soft leather. Covers everything


but the face, feet and hands.

Kavlar Vest

Not
Available/
$150.00

Bullet proof vest.

Plate Mail
Armor

20 GC/ Not
Available

Metal armor that covers the entire body.

Riot Gear

Not
Available/
$200.00

Padded vast and shirt made from a cut proof material. A


hardened plastic helmet. A clear plastic shield and club.

Shield

Mark 3
Combat
Armor

2 GC/
$100.00
Not
Available/
$600.00

Notes

Dress, pants, shoes, sandals, cloaks, silk clothes, tank top,


shirt or skirt for example.

A two-three foot shield with leather straps.

Light weight hardened plastic attached to a spandex


frame. Several plastic pieces have weapon
compartments. Helmets and boots are offered.

Combat/ Equipment Information

Note: Quick release armor is an option on any armor type for an additional cost of its
original cost. Quick release armor can be removed I under 6 seconds making it a free
action to remove it.
Name, Medieval
Arrow, Flight
Arrow, Silver Tipped
Axe, Battle
Axe, Hand
Ball n Chain
Blowgun
Bola
Bolt
Boomerang
Bow, Long
Bow, Short
Chain, Spiked
Club
Crossbow
Crossbow, Bladed
Crossbow, Dart
Crossbow, Double
Crossbow, Heavy
Crossbow, Repeating
Crossbow, Stone
Dagger, Silver
Dart
Flail
Harpoon
Javelin
Knife
Lance
Lance, Dragon
Laso
Mace
Mancatcher
Morning Star
Nunchaku
Pick, Heavy
Pitch Fork
Pole Arm
Quarter staff
Ram
Rod 3 Piece
Sai
Sap
Scythe
Shield
Shield, Arrow slot
Shuriken
Sickle
Sling
Spear
Sword, 2-handed
Sword, Katana
Sword, Long
Sword, Ninja-to
Sword, Short

Damage
D4
D4
3D6
D4
D6+1
D2
D2
D4
D2+1
D4
D4+2
D4
D2+2
D4+2
D8+2
D4+2
D4
D2
D2
D6
2D6
D4
D2
D8
D10+2
D6
D8
D4
D4
D6
D4
2D4
D6
2D6
D4+1
D2+1
D2
D6+2
1
D4
D2
D4
2D6
D8+1
D8
D6
D4

# Att
1
1
1
3/1
1
1
2/1
2/1
1
1
1
1
1
2/1
1 /2
3/1
1
1
3/1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1 /2
1
1
1
1
1
1
3/1
1
2/1
1
1
1
1
1
1

Cost
1 SC
1 GC
7 GC
3 GC
2 GC
6 SC
1 GC
2 SC
1 GC
5 GC
4 GC
1 GC
3 SC
8 GC
20 GC
10 GC
12 GC
12 GC
30 GC
9 GC
5 GC
4 SC
3 GC
4 GC
8 SC
1 GC
15 GC
30 GC
1 GC
3 GC
5 GC
2 GC
1 GC
3 GC
1 GC
5 GC
2 GC
4 GC
3 GC
1 GC
4 SC
4 GC
2 GC
4 GC
2 SC
1 SC
4 SC
1 GC
7 GC
10 GC
4 GC
3 GC
2 GC

Notes
Silver arrow head

Range 10 Yards
Entangles on a hit
Range 20 Yards
Range 50 Yards /Uses Arrows
Range 30 Yards /Uses Arrows

Range 15 Yards /Uses Bolts


Range 15 Yards /Uses Bolts
Range 15 Yards Fires Darts
Range 15 Yards /uses Bolts
Range 10 Yards / Uses Bolts
Range 15 Yards holds 6 bolts
Range 15 Yards /Fires bolts or stones
Silver Blade
Throw object for range. Max range = 20

Throw Object for range. Max range = 30

Barbed tip
Entangles on a hit

AR 5 HP
AR 5 HP
Throw object for range. Max range = 30
Range 15 Yards
Throw object for range. Max range = 20

Type
P
P
S
S
B
P
B
P
B
P
P
B
B
P
P
P
P
P
P
P
PS
P
B
P
P
PS
P
P
B
P
B
B
P
P
PS
B
B
B
B
B
S
B
B
P
PS
B
P
PS
PS
PS
PS
PS

Combat/ Equipment Information


Name, Medieval
Triangle Throwing Blades
Trident
War Hammer
Whip

Damage
D2
D4+1
D6+2
D2

# Att
2/1
1
1
1

Cost
5 SC
3 GC
5 GC
3 SC

Blades come sharpened. Blades that are


sharpened get +1 to damage. A Create/ Repair
Weapon skill can be used to sharpen a weapon.
Sharpened blades get the +1 for the first three hits.
After that they return to normal damage. After a
couple of weeks of use without sharpening the blades
get worn. Worn weapons get -2 to damage. Eventually
the weapon becomes damaged and will eventually
Equipment Medieval

Cost

Alchemist Lab
Animal Barding
Animal Call
Aniseed
Artists Tools
Backpack
Balance
Ball, Leather
Ball, Rubber
Bam Smack
Bandages (10)
Barrel
Basket, Small
Bed Roll
Bell
Blanket
Block and Tackle
Book of Prayers
Bread/Cake Pan
Bucket, metal
Caltrops (15)
Candle Mold
Candle
Cart
Chain 10
Chalk
Chess Set
Chest, Armored
Chest, large
Coal (2 lbs)
Comforter, Down
Comforter, Flannel
Compass Magnetic
Container, Ceramic
Corkscrew
Crowbar
Deck, Marked
Dice
Dice, Loaded
Disguise Kit
Dissection Tools
Doll, Fabric
Drill
Drum

40 GC
20 GC
6 SC
1 GC
11 GC
2 GC
2 SC
4 CC
2 CC
4 CC
1 GC
2 SC
2 SC
2 GC
1 GC
5 CC
10 GC
3 SC
1 GC
16CC
1 GC
20 GC
1 CC
30 GC
1 GC
1 CC
1 GC
25 GC
7 GC
4 CC
12 GC
5 GC
10 GC
2 SC
1 SC
1 GC
2 SC
1 CC
5 CC
13 GC
2 GC
4 SC
1 GC
4 GC

Notes
Throw object for range> Max range = 20

Type
P
P
B
S
break. On the strike that causes the weapon to break
the weapon does +2 damage for the last strike and is
no longer useable.

Equipment Medieval
Eggshell Flash
Eggshell Pepper
Eggshell Poison (D4)
Field Glass
Fire Grate
First Aid Kit
Fishhook
Fishing Net
Flask Oil
Flask
Flint and Steel
Flute, Bone
Glass Cutter
Glue (8 ounces)
Grappling Hook
Hacksaw
Hammer
Holy Symbol
Horn
Hour Glass
Hunting Traps
Ice Pick
Incense
Ink, Disappearing
Iron Spikes
Jar (Glass)
Kettle
Key Making Set
Lantern
Leash/ Muzzle
Lock Picks
Lock
Manacles
Mask
Mess Kit
Metal Workers Tools
Mirror
Mortar and Pestle
Net, animal
Net, Fishing
Paper (3 Sheets)
Pestle/ Mortar
Pillow, Feather
Pipe

Cost
1 GC
2 SC
1GC
25 GC
6 GC
6 GC
1 CC
2 GC
2SC
1 SC
3 SC
10 GC
1 GC
1 CC
5 GC
1 GC
1 GC
2 GC
7 GC
1 GP
20 GC
1 SC
1 CC
5 GC
1 SC
7 CC
2 SC
10 GC
3 GC
3 SC
15 GC
10 GC
10 GC
1 SC
8 GC
1 GP
9 GC
7 GC
2 SC
1 SC
1 CC
2 GC
1 GC
5 SC

Combat/ Equipment Information


Pitch Fork
Pole
Pot, Iron
Prism
Puppet
Quilt
Raft
Rake
Roasting Spit
Rocket, Signal
Rope (50)
Rope Ladder
Rope, Silk (50)
Ruck Sack
Sack, Large
Sack, Small
Saddle Bags
Saddle
Saw
Scroll Case
Scroll
Ship, Merchant
Shovel
Skillet

1 GC
5 CC
1 GC
1 GC
1 SC
3 GC
14 GC
2 SC
3 GC
2 SC
2 GC
2 GC
5 GC
1 GC
3 GC
2 GC
2 GC
4 GC
4 GC
2 SC
1 GC
8 GP
1 GC
1 GC

Medieval Torture Item


Branding Iron
Iron Maiden
Jaw Breaker
Needle
Rack
Scalpel
Thumb Screws

Spell Book Type


Starting
Standard
Epic
Traveling
Shadow

Damage
D3
D6
2D4
1
D6
D4
D2

Soap
Sparker
Sponge
Spy Glass
Tea Pot
Tent
Tightrope
Tinder Box
Tongs
Torch
Trap Jaw, Large
Trap Jaw, Med
Trap Jaw, Small
Tree Bed
Vials/ Beakers (Glass)
Wagon
Weapon Black (1 item)
Whetstone
Whistle
Wine Skin
Wolvesbane
Woodworkers Tools

Cost
1 GC
200 GC
10 GC
1 SC
150 GC
4 GC
1 GC

1 CC
2 SC
1 CC
9 GC
1 GC
8 GC
6 SC
3 GC
1 SC
15 CC
4 SC
3 SC
1 SC
6 GC
1 GC
2 GC
1 GC
1 SC
4 GC
5 SC
2 GC
15 GC

Notes
Target will bled to death inside if not released.
Target cannot talk after use.
Used to break the spine/ joints

Holds # EP
5
25
100
10
Book Type +10

Cost
1 PC
1 GP
4 GP
3 GC
Book Type +1 PC

Animal Name

Cost

HP

Camel
Chicken
Cow
Dog
Donkey
Hawk
Horse, Light
Horse, War
Ox
Pig
Pony
Sheep/ Goat

7 GC
2 SC
1 PC
2 GC
3 GC
1 GC
1 PC
1 GP
1 PC
2 GC
3 GC
2 GC

11
3
10
15
20
7
25
40
30
10
15
8

Description
Several half sheets of paper bound together.
Note book sized.
Weighs 40+ pounds
Thin fits in a pocket.

Attack
s
D4
1
D2
D4
D6
D4
D4
D6
D4
D4
D4
D4

Travel in 24hrs

Lb allowance

30
25
30
40
35
60
40
40
30
20
40
30

250
2
120
40
200
5
230
260
300
40
200
80

Combat/ Equipment Information


Food Name,
Medieval
Apricots

Cost
1 CC

Quantity

Food Name,
Medieval
Bacon

Cost

Quantity

4 CC

One lb

Combat/ Equipment Information


Food Name,
Medieval
Barbed Lurker

Cost
1 SC

Quantity

Food Name,
Medieval
Beer, Mug

Cost
2 CC

Quantity

Combat/ Equipment Information


Food Name,
Medieval
Berries
Biskets
Bread
Bread
Butter
Cake
Cheese Wheel
Chicken
Cider, Mug
Crab
Duck
Eel
Eggs
Fish
Flour
Fruit
Haggis
Lamb
Meal, Common
Meat Pie
Milk
Mushrooms
Pheasant
Pickle
Pie, Fruit
Pie, Sheppard
Rabbit
Rations, Dried
Rice
Roast Pig
Salt
Salt
Soup, Cup
Spices
Squid
Stew, Cup
Tea Leaves
Tobacco
Turtle
Vegetable
Wine, Quart

Cost

Quantity

4 CC
3 CC
2 CC
3 CC
2 CC
2GC
1 SC
3 SC
2 CC
6 SC
7 SC
2GC
1 CC
1 CC
2 CC
1 CC
3 CC
4 SC
3 SC
2 SC
1 CC
1 CC
3GC
1 CC
4 CC
6 CC
1 SC
2GC
1 SC
5GC
5 SC
1 CC
7 CC
2 CC
4 SC
3 SC
1 SC
2 SC
9GC
1 CC
2 SC

One bushel
Six
One loaf
18 rolls
One lb
One wheel

Three
One lb bag

One meal at an Inn


One pt
One bushel

One weeks worth


One lb
One lb
lb
lb

One lb
One lb

Combat/ Equipment Information

Clothing Name, Medieval


Arm Guards
Belt
Belt Pouch
Belt, Smugglers
Body suit Silk
Bonnet
Boots
Boots Climbing
Boots Hallow
Boots, Cloth
Bracer Wand
Bracers
Breast Plate
Cloak
Clothes Camouflage
Clothes Fur
Coat Duster
Dress, Common
Gloves
Gown
Leg Guards
Leggings, Fringed
Loin Cloth
Mask
Moccasins
Ring Poison
Robe
Sandals/ Slippers
Silk Skirt
Silk Veil
Slaves Collar
Tunic

Arrow Type
Acid
Barbed
Battering
Blunt
Cable
Door Breaker
Double
Flaming
Flight
Forked
Mist
Net
Screaming
Silent
Silver tipped

Damage
D6
D4+2
D6
D4-1
D2
D4+2
D4x2
D4+D6
D4
D4
D4
D4
D4
D4

Cost
1 GC
2 SC
2 SC
6 SC
3 GC
3 CC
5 SC
1 GC
15 SC
1 SC
5 SC
1 SC
3 GC
1 GC
9 SC
1 GC
10 GC
4 GC
2 SC
11GC
1 GC
1 GC
3 CC
4 CC
2 SC
4 GC
6 SC
4 SC
1 GC
9 SC
1 GC
1 GC

Notes
+2 AR

Holds a Knife
+3 to hide skill

+5 Climb Skill

Holds 2 Wands +2 AR
+2 AR
+10 AR/ +2 Enc
+5 Hide Skill
-2 Damage Reduction Cold
+5 Survival Skill

+3 AR
+1 AR

1 use
+1 AR

Description
For 4 turns or until wiped off
The shaft has small metal barbs
The head is a small mace
This arrow has no pointed tip.
Has a thin 50 cable attached. It will hold 300 lbs
Bolt for crossbows. Bashing damage.
Two arrows are attached together. They separate when fired.
Bright orange flame D6 damage each turn still burning.
Normal Arrow/ Found everywhere
This arrow will hold a person in place. (Use entangled rules)
Creates a cloud of vapor 20 radius Limits sight like fog
A 15x15 net is inside this arrow. It opens after launch. Use entangled rules)
Gives off a loud eagle screech when fired.
Makes no sound while in flight.
Silver arrow head
Light sources
Candle
Torch

Area
3
10

Duration
12 Hours
2 Hours

Cost
1 GC
3 SC
10 SC
1 SC
20 SC
2 SC
3 SC
1 GC
1 SC
4 SC
3 GC
20 SC
1 SC
1 SC
1 GC

Combat/ Equipment Information


Light sources
Lantern, Halogen
Flashlight

Area
20
20 line

Duration
24 Hours
6 Hours

MASTERWORK WEAPONS
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement
bonus on attack rolls.
You cant add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork
weapon (Using the Craft skill). The masterwork quality Doubles the cost of a normal.
Masterwork ammunition is damaged (effectively destroyed) when used.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus
granted by the masterwork quality doesnt stack with the enhancement bonus provided by the weapons magic.
Even though some types of armor and shields can be used as weapons, you cant create a masterwork version of such
an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor
check penalties.
Animal Gear
Animal Call
Archery Saddle
Claw Extenders
Climbing Harness
Grooming Kit
Grotesque Barding
Muzzle
Muzzle, false
Ram Helmet
Scent Blocker
Steel Talons
Training Treats

Description

D6 Dam
+1 Dam

Cost
20 GC
20 GC
20 GC
7 GC
15 GC
+50 GC
7 GC
20 GC
80 GC
50 GC
310 GC
30 GC

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