* Shotguns take penalties on their damage in relation to the distance of the target, if not shot with slugs.
Tables 2: Firearm Upgrades (Barrels and Locks)[]
Name
Details
Price
Compatibility
Flintlock
Most common firing mechanism. Complex action to reload. Priming powder necessary.
+10% of Weapon Price (rounded up)
Every firearm. Revolving and Multi-barrel
Wheellock
Slightly antiquated, clunky. Complex action to reload. Priming powder necssary.
+5% Weapon Price (rounded down)
Every firearm except Hand Cannon. Revolving and Multi-barrel
Matchlock
Unusual and highly susceptible to water. Complex action to reload and complex action to fire (see text). Priming powder necessary
-
Every Firearm. Revolving and Multi-barrel
Percussion Cap
Very rare, hard to come by. Standard action to reload. No priming powder necessary.
+75% Weapon Price (rounded up)
Rifle, pistol, Musket. Revolving and Multi-barrel
Revolving (priming powder only)
Six to eight chamber protected by a thin steel sheet containing a charge of priming powder. Reduces loading time to standard action.
22/24/26K
Flintlock, wheellock, matchlock Pistols and Rifles*
Revolving (bullets only)
Six to eight chamber protected by a thin steel sheet containing main charge and bullet. Complex action to refill. Up to two bullets per round.
27/29/31K
Percussion cap Pistols and Rifles*
Multiple barrels
Up to 4 barrels, each prepared normally
30% Weapon Price per barrel + Installation of additional firing mechanisms or turnover mechanic (8K)
Pistol, Blunderbuss, Musket, Rifle
*Rifles can only hold up to 6 Rounds.
Table 2: Firearm Upgrades (Material)[]
Name
Details
Price
Compatibility
Rifled Barrel
+1 Damage, Precision and AP compared to smoothbore
+100% of Weapon Price per barrel
Pistol only
Longer Barrel
-1 Precision, +3 Range
+25% Weapon Price (rounded down) per barrel
Pistol, Musket, Rifle, Blunderbuss
Shortened Barrel
-3 Range, +1 Damage
Usually homemade - Otherwise 5% of Weapon Price
Blunderbuss, Pistol
Bigger caliber
-1 Precision, +1 Damage
+20% Weapon Price per barrel
Every Firearm.
Smaller caliber
+1 Precision, -1 Damage
+20% Weapon Price (rounded up) per barrel
Rifle, pistol, Musket.
Decorations
Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Intimidate when recognized.
up to 40K
Every Weapon
Tharisium Barrel
Able to channel magic through the firearm
100% of Weapon Price per barrel
Every other barrel type (including smoothbore)
Projectiles[]
Table: Ammunition[]
Name
Range
Precision
Damage
Weight
AP
Price
War Arrows
-
-
-
1 quiver (50 max.) 2kg
-
1 K per 10 arrows
Hunting Arrows
-
+1
-
1 quiver (50 max.) 2kg
-
3 K per 10 arrows
Broadhead Arrows
-
-
+1
1 quiver (50 max.) 2.5kg
+1
4 K per 10 arrows
Simple Bolts
-
-
-
1 quiver (50 max.) 1.5kg
-
1 K per 10 bolts
Precision Bolts
-
+1
+1
1 quiver (50 max.) 1.5kg
-
4 K per 10 bolts
Steelpin Bolts
-
-
+1
1 quiver (50 max.) 2kg
+1
5 Kper 10 bolts
Bullets*
-
-
-
1 satchel (30 max.) 3kg
-
2 K per 10 bullets
Blunderbuss Shot**
-
-
-
1 satchel (20 max.) 3kg
-
2 K per 10 pouches
Blunderbuss Slugs***
-
-
-
1 satchel (20 max.) 3kg
-
4 K per 10 pouches
Hand Cannon Ammo****
-
-
-
1 satchel (10 max.) 3kg
-
8 K per 10 shots
*Bullets vary in size and must be bought for the respective firearm. Includes the bullet and the gunpowder necessary for the weapon for example, for a flintlock musket the term bullet refers to a small paper pack with priming charge, main charge and the bullet in an appropriate caliber. **Blunderbuss ammo is bought in pouches that include the necessary gunpowder and a handful of shot. ***Blunderbuss slugs are single bullets for shotguns fitting the barrel. The pouch includes enough gunpowder to shoot the slug. Slugs don't take the damage penalty with distance like the normal blunderbuss ammo does. ****The hand cannon's ammo is a pouch with a cannon ball and its respective amount of gunpowder.
Melee Weapons[]
Table 1: Melee Weapons[]
Name
Range
Precision
Min.STR
Damage
AP
Price
Arming Sword
1
6
3
6P
2
18K
Stiletto
0
6
1
4P
3
13K
Rapier
1
7
2
5P
3
16K
Scimitar
1
5
3
8P
1
19K
Dagger
0
7
1
2P
2
2K
Axe
1
4
4
7P
0
3K
Axe (Two-handed)
2
4
4
9P
1
21K
Claymore
2
5
5
10P
3
37K
Spear
3
6
4
7P
3
12K
Glaive
3
4
5
10P
1
28K
Mace
1
4
3
8P
0
20K
War Hammer (Two Handed)
2
3
5
12P
0
20K
(Short) Staff
1
3
1
4P
0
2K
Quarterstaff
2
4
2
5P
0
5K
Table 2: Melee Weapon Upgrades[]
Name
Decription
Price
Compatibility
Customized Balance
+1 Precision for wielder -1 for everyone else.
20K
All except Polearms
Parrying
-1 Damage, -1 Precision. +2 on parrying attempts with that weapon.
12K
Dagger and Stiletto only
Decorations
Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Intimidate when recognized.
up to 40K
Every Weapon
Pattern Welded
Combination of different metals to combine traits. +1 Damage
50% of weapon price
Bladed Weapons only
Cold forged blade
Hard and brittle, not very durable blade. +1 AP
20% of weapon price
All melee weapons
Tharisium Blade
Able to channel magic through the blade
100% of weapon price
All melee weapons
Exotic Weaponry[]
Table: Exotic Weapons[]
Name
Description
Range
Precision
Min. STR
Damage
AP
Price
Whip
A stringed weapon to be used to disarm the opponent, rather than actual fighting.
3
4
1
5P
0
8K
Chainwhip
Similar to whips, but made out of sharpened chains. High risk in self-mutilation.
3
5
2
10P
2
16K
Morning Star
A macehead on a chain. Hard to control, but more stopping power than the usual hammer weapon.
2
4
4
10P
2
15K
Greatbow
A much larger bow, pushed into the ground for greater precision. Powerful enough to pierce Dragon Hide. Arrows cost twice as much as normal arrows.
40+Level in m
7
2xLevel in STR
3x Level + 1P
8
35 + 2x LevelK
Changeblade
Blades with the capability of changing form through mechanical means. Take Standard Action to change. All stats and the Exotic Weapons Skill application vary by the weapon.
-
-
-
-
-
- K
Armor[]
Table 1: Armor[]
Name
Type
Armor Value
Weight
Price
Plain Clothing
Body
0
Neglegible
1/2K-30K
Gambeson
Body
4
1.5 kg
4K
Leather Armor
Body
6
6 kg
13K
Mail Armor
Body
9
13 kg
20K
Brigandine
Body
11
16 kg
21K
Cuirass
Body
14
24 kg
35K
Pauldrons
Shoulder
3
4 kg
6K
Vambraces
Forearm
2
0.3 kg
7K
Greaves
Lower Leg
2
0.3kg
5K
Gauntlets
Hands
2-4
0.1-0.4 kg
4-6K
Sabatons
Feet
1
0.4 kg
6K
Table 2: Armor Upgrades[]
Name
Decription
Price
Compatibility
Reinforced Plating
+1 Armor
10% of armor price
All Plate Armor
Lightweight
-1/-2 to Armor
10/20% of armor price
All
Decorations
Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Diplomacy when recognized.
up to 40K
Every Armor
Bladed Armor
Deal bonus damage in brawls. +1 Intimidate
30K
Vambraces, Greaves, Pauldrons, Sabatons
Alchemical Treatment
Resistance to Acid and other Corrosion
15K/level
All except Gambeson
Ethereal Reinforcement / Spellstitched Pattern
Resistance to Magic (+1d6/level)
50K/level
All Body
Manadetecting
Special alchemical alloy allows tharisium compass to be set into the gauntlet (acquired separately)