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RESOURCES

Table of Contents

Money

The easiest thing to do in a game setting is to just base the money on whatever is familiar to your players. In American games, you might use “copper pieces” or “cp” as a base and just say 1 cp is about a dollar. Unless your group is fond of numismatics, this makes dealing with money easier. That said, a detailed currency can really bring a setting to life.

Random pockets or treasures may consist of coins with different origins, weights, metals, and sizes. Silver and gold are popular for high-value coins.

The price lists shown below are mostly to aid character creation. Do not feel constrained by these. The real price for anything is whatever the seller thinks they can get away with charging.

Treasures

Individual treasures (gems, jewelry, etc.) have a listed value. This is what the seller gets for them if they do not sweat the details. Those who choose to Parley may get more or less. If a Treasure is “hot” or stolen from someone with social standing, the party may have to deal with a fence to sell it. Fences buy for about half the listed value on a good day, but characters can always Parley to improve things.

Other Resources

Aside from coin, there is power in more abstract resources: debts, promises, emotional baggage, titles of nobility, enemies, hauntings, alignment to regional factions, family bonds, friendships, your reputation, tendencies, etc. All are meaningful. These have just as much right to space in the Resources box of your character sheet as a 10’ pole and change of underwear. These come and go, and their “worth” depends on how you use them.

Miscellaneous

Below are some standard items for fantasy games. This is not meant to be exhaustive, and most settings should include far more than these.

MISCELLANEOUS ITEMS

  cp Load
Arrows or bolts (12) 10 -
Backpack 30 -/4*
Bedroll 10 1
Clothing, commoner 20 -
Clothing, entertainer 100 -
Clothing, noble 1000 -
Clothing, traveling 50 -
Compass 50 -
Ephemera 100 -
Flint & Steel 10 -
Lantern 120 1
Medical kit 100 1
Mirror, small 10 -
Pen & Ink 25 -
Quiver 20 -
Rations (3 days) 30 1
Rope (10m) 20 1
Sack, large 10 -/5*
Sack, small 5 -/3*
Thieves’ kit 50 -
Torches (3) 5 1
Waterskin 20 -/1*
Writing kit 50 -

* before the slash is empty, after is maximum Load.

Superior miscellaneous items grant a +2 to any Checks using them but tend to cost 10 times as much. Inferior ones inflict a -2 penalty and cost half.

Kits

These are portable handbags or tool rolls full of the necessities for certain jobs. For example, treating injuries (Medical kit) or picking locks (Thieves’ kit). Going without may make tasks impossible or at -4.

Abstracts

The Resources box is always a good place to write down intangible or abstract burdens: Debts, vows, promises, curses, obligations, trauma, etc. These can be valuable as leverage or as things to themselves, depending on how you play them.

Armor

Armor protects the wearer from physical blows. Different armors are tradeoffs between Armor Points (AP), Rally dice, and Load. AP adds directly to maximum HP, Rally is the die size for Rallies, and the Load column is the encumbrance it inflicts. HP loss does not imply the armor needs repair, only that it is disheveled until the wearer Rallies and sorts it out.

Keep in mind that armor only raises max HP, not current. If one somehow dons armor mid-combat, they still need to Rally up to their new max HP to enjoy its full protection.

One may wear less than the full set of armor. A partial set drops the effective armor type by one and a minimal set by two. For example, a chain mail shirt by itself counts as Leather.

STANDARD ARMORS

Armor type AP Rally Load cp
None or clothed - 1d4 - -
Leather 5 1d6 1 100
Chain mail 10 1d8 2 300
Scale mail 15 1d10 3 600
Plate mail 20 1d12 4 1000

Superior Armor is ten times the price but one Load less due to better mobility and fitting. Inferior Armor is half price but inflicts one Load more due to bulk and discomfort.

Weapons

A weapon inflicts Damage on a foe, using a die type of d4 to d12. Hit is the modifier (bonus or penalty) for Attack Actions made with it (p. 24). Special is any distinctive features the weapon might have, as described in the legend below the table), and Load is the encumbrance of the weapon.

Str adds to damage for every listed weapon. This is true even for bows and crossbows, as these must be set for a particular Str. Anyone weaker cannot draw or load the bow or crossbow. Futuristic or weird fantasy weapons like guns, lenses, or blasters may break this rule with set damage or different Attributes for the damage bonus.

Ranged weapons have a Range, shown as the number of Zones their Attacks can reach. You can fire from up to twice as far by dropping the Attack Check to a d12. One may throw a melee weapon at a target in the same Zone even if it has no listed range. The advantage is this prevents clashes on a failure, but the disadvantage is they are no longer wielding it.

Superior weapons raise to hit and damage by one but are ten times the price. Inferior weapons are half price but lower to hit and damage by one.

Shields

A shield deflects damage, conceals weak spots, and absorbs impact. This grants a bonus to AF against all physical attacks targeting the wielder.

STANDARD SHIELDS

Shield type Example AF Block Load cp
Small Buckler +1 +3 0 60
Medium Target +2 +2 1 80
Large Heater +3 +1 2 120

A shield is also a weapon, bashing for 1d6+Str damage regardless of size. Shields and other Blocking weapons aid Melee clashes/failures: add the Block bonus to the wielder’s Clash damage Roll.

Ammunition

Ammo is a balancing factor for ranged weapons, so Players should keep track of their own arrows, bolts, sling stones, etc. They may be opportunities to scrounge for missed or dropped ammo, and most Imps should be lenient about this trivial matter.

Standard Weapons

The table below gives only a sample of common fantasy weapons. If you have something in mind that is not on this list, improvise using the values in the table as a reference. All prices listed are for good fighting quality weapons and assume merchants are ripping eager adventurers off just a bit. They can easily get an Inferior (-1 to Hit & damage) weapon for half the price, pick up improvised weapons, or loot corpses like the hooligans they are.

STANDARD WEAPONS

Weapon type Hit Damage Notes Load cp
Axe +1 1d10   1 180
Axe, great +1 1d12 2H 2 300
Bow, long - 1d8 2H, Range 3 2 160
Bow, short - 1d4 2H, Range 2 1 70
Club +1 1d6 Stun 1 70
Club, great - 1d10 2H, Stun 2 210
Crossbow, heavy - 1d10 2H, Reload 2, Range 3 2 230
Crossbow, light - 1d6 2H, Reload 1, Range 2 1 120
Dagger +1 1d6 Range: 1 - 60
Dart - 1d4 Range: 1 - 20
Flail +1 1d8 Wrap 1 120
Flail, great +1 1d10 2H, Wrap 2 220
Gauntlet - 1d4+1 Stun - 50
Hatchet +1 1d8 Range: 1 1 120
Lance +2 1d10 2H, Reach 2 250
Mace +1 1d8 Stun 1 120
Mace, great +1 1d10 2H, Stun 2 220
Net +1 1d4 Range: 1, Entangle 1 50
Polearm +1 1d12 2H, Reach 2 310
Quarterstaff +2 1d6 2H, Stun 1 100
Shield, large - 1d6 +3 AF, Block +1 2 120
Shield, medium - 1d6 +2 AF, Block +2 1 80
Shield, small - 1d6 +1 AF, Block +3 - 60
Sling - 1d4 Range: 2 - 60
Spear +2 1d8 Reach, Range 1 1 160
Sword +2 1d8   1 140
Sword, great +2 1d10 2H 2 250
Unarmed - 1d4 Stun - -

2H: wielded with both hands, precluding the use of a shield or other weapon.
AF: add this to the AF of the character while wielding this weapon or shield.
Block: add this bonus to the Roll for Clash damage. The Clash damage Roll itself can rely on a different weapon.
Entangle: binds a foe, forcing them to make a Grapple Roll vs. the original damage each Round or lose Action.
Grapple: May use its damage Roll instead of unarmed damage when Grappling.
Range: Can attack a target from this distance in Zones, or twice that with a d12. You may throw weapons with no listed range in the same Zone with a d12.
Reach: No excess damage in return if they lose a clash/melee failure. Can still be countered on a Botch.
Reload: Use (reload) Actions needed to ready the weapon before firing again.
Stun: does full rolled damage when striking to Subdue.
Wrap: ignore the target’s Shield bonus to AF.