© 1994 by Scott Gray and Sharon Tripp. These pages may not be reproduced for profit. They may be copied, provided they are not altered and the authors' names remain attached.Previous section | Contents
Damage represents not only the amount done "per hit" but the theoretical speed of certain weapons that can't be represented with foam or effective moves which can't be used for safety reasons.
Regardless of color-requirements for blades on weapons, people may use any color duct tape to customize hilts, pommels and designs on blades -- but the great majority of the striking- region of the blade must be in the appropriate color.
Certain weapons have strength requirements to wield. The strength ability is not expended in using the weapon; but having the ability is a requisite to using the weapon.
Note that whether or not a given weapon is shatterable by the shatter ability, all weapons are affected by transmuter power "destroy weapon".
Weapon Ability Damage Shatterable? Usable for Shatter? Improvised * 1** * * An improvised weapon (a boffer weapon representing a tree branch, chair leg, frying pan, small rock, etc.) only does one point of base damage, and otherwise will follow weapon rules for a similar sized and shaped weapon. * = Ability necessary to use, and particular rules, will depend on what weapon the improvised weapon resembles. ** = An improvised weapon cannot do more than four points of damage in a single blow, regardless of the skill with which it is used. Small weapon Sm/Oh 2 No No Daggers, melee weapons 12"-24" total length. Blade 8"-18". 1/2" or 3/4" CPVC pipe. Sword 1h 2 Yes Yes Non-hafted bladed weapons 26"-44" total length. Blade 18"- 36". 3/4" CPVC or 1" PVC pipe. Metal haft 1h 2 Yes Yes Maces, some hammers and axes. 26"-44" total length. Head max. area 2 cubic feet, min. 12". Duct tape of the appropriate color for the metal the haft is made of. Damage only from the head. No thrusting. 3/4" CPVC or 1" PVC pipe. Wood haft 1h 2 Yes No Most hammers, axes. 26"-44" total length. Head max. area 2 cubic feet, min. 12". Brown tape on haft. Damage only from the head. No thrusting. 3/4" CPVC or 1" PVC pipe. Spear 1h 2 Yes No 48"-58" total length. Blade 6"-8". Brown tape on haft. Metallic spear-shaped head, of appropriate color for type of metal. Damage from head only. 1" PVC pipe. Staff 1h 3 Yes No 48"-72" total length. Entirely brown tape. Requires 2 hands kept within the center 36" inches at all times. 1" PVC pipe. Club 1h 2 Yes No 26"-40" total length. Brown tape entire length. No thrusting. 3/4" CPVC or 1" PVC pipe. Bastard sword 1h 1h 2 Yes Yes 2h 2h 3 Yes Yes 44"-50" total length. Blade 30"-38". To use 1-handed requires .3 strength. 1" PVC pipe. Two-h sword 2h 2 Yes Yes 50"-62" total length. Blade 38"-48". 1" PVC pipe. Requires .3 strength to use. Zweihander 2h 2 Yes Yes 62"-70" total length. Blade 48"-52". Requires .6 strength to use. 1" PVC pipe. 2-h wood haft 2h 3 Yes No Two-handed hammers, axes. 44"-62" total length. Head max. area 2 cubic feet, min. 18". Brown tape on haft. No thrusting. Damage only from the head. Requires 1 strength to use. 1" PVC pipe. Polearm 2h 2 Yes No 50"-72" total length. Blade 18"-24". Brown tape on haft. Duct tape of the appropriate color for the type of metal on the bladed head. Damage only from the head. 1" PVC pipe. Whip En 1* ** No 54"-62" total length. Grip 8"-18". Polar fleece of an appropriate color for leather. This weapon is used primarily for subduing, but neither strength nor overbear will add to subduing called; instead, initial call will be 7 plus any entangling weapon masteries. Whips must be wielded underhand, to reduce force and give the wielder more control. Note that any weapon must be swung in a 45 degree arc to be considered a proper strike; which makes whips especially difficult to use in close combat. Cat o' 9 tails En 2* ** No 36"-48" total length. Grip 8"-18". Polar fleece of an appropriate color for leather. This weapon is used primarily for subduing, but neither strength nor overbear will add to subduing called; instead, initial call will be 4 plus any entangling weapon masteries. Net En N/A ** No Nets do no damage. They are used only for subduing, though neither strength nor overbear will add to subduing called; instead, the initial call will be 9 plus any entangling weapon masteries. The net is represented by a 3'-4' x 3'-4' piece of white polar fleece. The four corners of the fleece should be gathered up in one hand. * = These weapons cannot do more than four points of damage in a single blow, regardless of the skill with which they are used. ** = These weapons are not shatterable. However, they may be cut by anyone with a bladed weapon (dagger, sword, axe, etc.) when they are taut - such as when a whip is being used to entangle someone's arm. They may not be cut if the weapon is not being pulled taut. However, netting takes longer to cut; the weapon must be held against the netting for ten seconds to do so. Chain En 2 No No Grip 8"-18", 36" maximum total length. Polar fleece of the appropriate color for the metal type. This weapon has no special subduing bonus; however, it is useable for overbear and tangle arm. Flail En 2 No No Haft 8"-18", head maximum 8" diameter, maximum 8" length of chain. Requires .3 strength to use. Polar fleece of the appropriate color for the metal type. This weapon has no special subduing bonus; however, it is useable for overbear and tangle arm. S wood shield Oh N/A Yes No A small shield may have a perimeter up to 36". No pipe. M wood shield Oh N/A Yes No A medium shield may have a perimeter from 36" to 60". No pipe. L wood shield Oh N/A Yes No A large shield may have a perimeter over 60". No pipe. A strength of 0.6 is necessary to use a large wooden shield up to 72", and an additional .1 strength is necessary for each additional 8". S metal shield Oh N/A No No A small shield may have a perimeter up to 36". No pipe. If a shatter is blocked by a metal shield, the shatter has no effect. M metal shield Oh N/A No No A medium shield may have a perimeter from 36" to 60". No pipe. A strength of 0.6 is necessary to use a medium metal shield. If a shatter is blocked by a metal shield, the shatter has no effect. L metal shield Oh N/A No No A large shield may have a perimeter over 60". No pipe. A strength of 1.0 is necessary to use a large metal shield up to 72", and an additional .1 strength is necessary for each additional 5". If a shatter is blocked by a metal shield, the shatter has no effect. Sword breaker Sm/Oh 2 No Yes 12"-24" total length. Blade 8"-18". 1/2" or 3/4" CPVC pipe. A jagged edge should be soft-sculpted along one side of this weapon, so that others can see what it is. A skill exists which allows a character to use his/her "disarm" as though it were a "shatter" (calling shatter), when striking an opponent's weapon with a sword breaker. Natural weapon Wc 1 No No 12"-24" total length. "Blade" 8"-18". Red colored tape. Cannot be taken from the owner. 1/2" or 3/4" CPVC pipe. If a person has both weaponless combat and off-hand weapon ability, (s)he may use a fist in one hand and another weapon in the other. Call "[damage] fist", "[damage] foot" or "[damage] bite", etc. Javelin Th 3 Yes No 36"-40" all foam. Brown tape for haft, metallic duct for head. Can be parried with weapon. No pipe. Darts Th 1* No No Some darts contain a poison reservoir, allowing them to administer poisons not necessarily designed to coat weapons with. All foam, under 6" long, use mini-arrows to represent. No pipe. * = A dart cannot do more than 2 points of damage in a single blow, regardless of the skill with which it is thrown. Thrown dagger Th 2 No No 6"-12" all foam. No pipe. Thrown smashng Th 1 No Yes 18"-24" diameter, roughly spherical, all foam. Read: large rock. Requires .6 strength to use. No pipe. Bow Mi 2 body No No Use a toy bow which fires all-foam arrows. The use of a bow requires two free hands. Composite Bow Mi st+2 body No No Must have .2 strength to use, otherwise used as a regular bow with -1 to damage. Use a toy bow which fires all-foam arrows. The use of a composite bow requires two free hands. Crossbow Mi 3 body No No Use a toy crossbow which fires all-foam arrows. Because most toy crossbows are "quick load", players are required to count off 8 seconds ("one-one thousand, two-one thousand", etc) between shots. The use of a crossbow requires two free hands. Arrow/bolt Mi N/A No No Only does damage when shot from a bow or crossbow. Use only the foam arrows that come with toy bow sets. Arquebus Fi 5 body No No Use a toy gun which fires foam arrows or foam balls. Length should be about 40". It takes twenty seconds to load an arquebus, requiring 1 dose of gunpowder and one lead ball used as ammunition. The damage type is always "lead". The use of an arquebus requires two free hands. The kickback from an arquebus requires 8 seconds to recover from (modified by strength and strong blow, as described under the firearms ability). Blunderbuss Fi 3 body* No No *Using lead shot, rather than improvised shot, adds one point to base damage. Use a toy gun which fires foam arrows or foam balls. Length should be about 40". It takes thirty seconds to load a blunderbuss, requiring 1 dose of gunpowder and one pound of shot. Call "lead" or "stone" or whatever, as appropriate for what is being used as shot. Shot is destroyed upon use. The silver in ten pieces of silver is sufficient to call "silver" with the shot; though it is possible to buy silver ingots for use as shot much cheaper. The use of a blunderbuss requires two free hands. The kickback from a blunderbuss requires ten seconds to recover from (modified by strength and strong blow, as described under the firearms ability). Battering ram N/A N/A No special This must be a wide "log" at least 12" diameter and 72" long. It requires 3 people "wield" it, up to a maximum of 8. For tests of strength against a door, consider the strength of the battering ram to be the highest strength wielder, plus one per additional person. No pipe. Green wood N/A +0 N/A No As wood. Hurts some rare creatures more than normal weapons. Has an expiration date when it becomes "wood". Expiration date is never longer than two months from when first obtained. Represented by brown duct tape. Iron N/A -1/+0 N/A N/A Cold wrought iron hurts some creatures more than normal weapons. Edged weapons made from iron do one less point than normal; but bashing weapons (maces, hammers, other weapons not allowed to thrust) do normal damage. Represented by black duct tape, or black and gray polar fleece. Lead N/A +0/+1 N/A N/A Lead is used for bullets and shot. If used as blunderbuss shot damage is increased by one point. Lead is the default material for arquebus bullets, and as such doesn't modify damage from an arquebus. Leather N/A +0 * can be cut No Leather is generally used for entangling weapons, and is represented by black heavy polar fleece possibly braided with any color other than gray. Note that a weapon made from leather may never have strength or strong blow bonuses applied to damage, and may never do more than 4 points damage in a single blow, no matter how skillfully it is wielded. Leather weapons do not have to meet the normal length requirements to be used as offhand weapons. Netting N/A N/A * hard to cut No Netting is used only for nets, and is represented by polar fleece. Although netting may be cut, the weapon being used to cut a net must be held against the net for at least 10 seconds. Note that weapons made from netting may never do any direct damage, but may be used for subduing. Weapons made of netting do not have to meet the normal length requirements to be used as offhand weapons. Silver N/A +0 N/A N/A Hurts some creatures more than normal weapons. Represented by metallic duct tape with a stripe of red duct running the length of the weapon, or gray and red polar fleece. Steel N/A +0 N/A N/A This is the standard "sword" or "metal" material. Represented by metallic duct tape, or gray polar fleece. Wood N/A +0 N/A No This is the standard "staff" material, used for any weapon which delivers damage through the wooden haft. Represented by brown duct tape.
All prices listed are in farthings. Note that the GM may change these values. The GM has final say over what is available in the campaign, what is available that can be purchased through logistics and what is available that can be purchased with a few ability points as a starting benefit. The prices and availability may change depending upon ingame occurrences (a ship from the orient loaded with spices was captured by pirates and the cost of spice and silk is raised dramatically; after Martin unwittingly caused the local population to revolt, merchants only ventured to Isseter cautiously).
ITEM: PRICE: Weapons: Melee weapons: Improvised weapons 0 or more, depending upon item Dagger 1 Sword breaker 4 Sword 5 Metal-hafted weapon 5 Wood-hafted weapon 4 Spear 3 Club 1 Staff 2 Bastard sword 10 Two-handed sword 10 Zweihander 15 Two-handed wooded haft 4 Polearm 3 Entangling weapons: Cat o' nine tails 1 Whip 1 Net 1 Chain 3 Flail 3 Thrown weapons: Javelin 4 Darts (3) 1 Thrown dagger 1 Missile weapons: Bow 5 Composite bow 7 Crossbow 12 Arrow (5) 1 Bolt (3) 1 Firearms: Arquebus 50 Blunderbuss 35 Arquebus bullets (3) 1 Lead shot (5 shots) 1 Silver shot (1 shot) 3 The cost for weapons with metallic striking surfaces is given for steel. The cost is multiplied by three for silver weapons, weapons made of iron will cost one brass farthing less (but never have a price less than one brass farthing). The cost of weapons with a wooden striking surface made with green wood cost one brass farthing more than the listed price, but will revert to "normal" wood after the expiration date -- one month after purchase of the weapon. Wooden shields (by perimeter): Small shield (under 36") 3 Medium shield (36"- 60") 4 Large shield (over 60") 5+1 for every 6 inches over 60 Metal shields (by perimeter): Small shield (under 36") 16 Medium shield (36"- 60") 32 Large shield (over 60") 48+1 for each inch over 60 Armor: Force 1 25 Force 2 60 Force 3 85 Alchemical: Tools 6 Alchemical tools include cauldron, alembic, mortar and pestle, and other such things; not sublimation ovens, or other specialized equipment. Supplies (3) 1 Elixirs varies Alcohol 1 Consumption Consumption antidote Death's kiss Dizzy Ellenic fire Entleris Gunpowder (1 shot) 2 Healing salve Hunger Intensity Lethargy Lethargy antidote Malexite Qat Rage Saaleni Seros Shimara Sleep Medical: Tools 5 Medical supplies (5) 1 Healing supplies 1 Prosthetics: Peg leg 15 Hook hand 18 Having the limb attached will cost extra. Locks: Moveable locks 12 + (6* level) up to level 4 +10 if disguised as a different type +10 if disguised as a different level +10 if shatters picks of wrong type + more for other special rules Fixed locks 8 + (6*level) up to level 6 +10 if disguised as a different type +10 if disguised as a different level +10 if shatters picks of wrong type + more for other special rules Lockpicks: Angled picks 1 Bendable picks 3 Curved picks 2 Diminutive picks 3 Locksmith tools 30 Mechanical: Blueprints varies Mechanisms varies Whole traps varies Animal trap 2 Ballista 125 Cannon 1000 Catapult 250 Trebuchet 500 Materials: Rarity 0 components 0 Rarity 1 components 1-9 farthings (GM's discretion) Rarity 2 components 10-200 farthings (GM's discretion) Rarity 3 components 30+ farthings, only chance of availability (GM's discretion) One pound iron 1 One pound steel 2 One pound silver 15 One pound gold 200 "Components" include most things which can be found, hunted, grown or harvested in raw form, including game animals, gemstones, metallic ore (before being refined), etc. The value of the coinage in many campaigns will be due to its recognition as valuable by government, merchants and the general population. Often (though not always) coins in a campaign will have a significantly higher value than their weight. For game purposes, it may be best to assume that each coin weighs 1/10 pound (1.6 ounces) in case it is used for blunderbuss shot (which requires one pound), or is melted down and usable only as raw metal. Other: Caltrops 1 for every 12 Food (one day) 1 Garrotte, steel wire 1 Garrotte, silver wire 3 Jewelry or fancy clothes varies Tarot deck 3
Ability points - Points used to purchase abilities and/or benefits.
Benefit - A special ability which is purchased with ability points when a character is first created. A benefit may not be purchased after character creation except in unusual circumstances, with GM permission.
Boffer - A game representation of a weapon. Boffer weapons are generally made of pipe, foam and/or cloth. For details on construction of particular types of boffer weapons, see the equipment section.
Character - The ingame persona of a player.
Death count - The six minutes until the death of a character at negative health points who receives no medical assistance. The player of the character must keep track of the passage of time silently.
Disadvantage - A handicap which a character starts the game with in exchange for extra ability points.
Experience points, or xp - Points awarded by the GM, which are used to gain ability points. Different GMs will have different mechanisms for awarding xp. This may mean a set amount for all players, or differing amounts based upon character actions.
Fatigue points - Used to determine how weary a character is, these points regenerate with ten minutes of rest.
Formula - Ingame, the term "formula" is used to represent a blueprint or plan for various things; magical spells, elixirs, traps, etc. Out of game, the term refers to a rules sheet that details the particular rules for and effects of magical spells, elixirs, traps and other things.
GM, or Game Master - Person responsible for running logistics, clarifying rules questions, approving new skills, incorporating PC histories into the game and doing other things necessary to provide background and a setting for the game.
Health points - Used to determine what wound level the character is operating at, and thus what abilities may or may not be used. See permanent health points and temporary health points.
Hit points - The total of health points and fatigue points, this number represents how much physical damage the character can take, and also his/her subduing threshold.
IG, or In Game - The things which occur in the game, as they would be seen by the characters. See OOG.
LC, or Logistics-controlled Character - A character assigned or approved by the GM or logistics, in order to help advance action, whether by helping or hindering other players (be they PC or LC), providing a backdrop, etc.
Logistics - Gives PCs their cards, LCs their roles. Usually the GM, though large scale games might have referees or other volunteers fulfilling this function.
Module - A pre-planned adventure run by the GM with particular roles given to LCs. Modules are usually designed to accommodate only a small group of PCs.
NC, or Non-Combatant - This can apply to either PCs or LCs; a non-combatant is someone who, for out of game reasons, does not participate in combat. This means that (s)he is not allowed to fight, and others are not allowed to attack him/her physically.
Observed game - A game where the GM is always present, to apply and enforce rules.
OOG, or Out Of Game - The things which occur over the course of game play which are not seen by the characters, but are only known by the players. See IG.
PC, or Player-controlled Character - A character which is run solely by the player, without directives from the GM or logistics.
Per battle - Refers to an ability which cannot be used again until after ten minutes of rest.
Permanent health points - The number of health points a character has when completely uninjured. This number usually stays the same throughout the course of play; however, it can be raised through fleshshaping, or lowered due to certain poisons, magical powers or rituals.
Physical representations, or phys reps - Props used to symbolize ingame items, such as boffer weapons used to represent real weapons, mousetraps to represent traps, an inexpensive piece of jewelry to represent an expensive magic focus, etc.
Player - A person who plays a character in the game.
Referee - A person who can be called on to deal with simple out of game matters which require an impartial third party. Referees are appointed by the GM, and must have a thorough understanding of the rules.
Skill points - Points awarded by the GM, which are used to purchase skills. In addition to skill points, a character must usually have some sort of teacher or text from which to learn a skill.
Temporary health points - These are points that may be lost in combat, through spell casting, or by other means. A character starts with temporary health points equivalent to his/her permanent health. When a character loses temporary health, (s)he may regain it through chirurgery, empathic healing or overnight rest.
Time in - Words used to restart action after a time out. Must be called as "3, 2, 1, time in".
Time out - Words used to stop all action in the area for safety or other out of game reasons.
Unobserved game - A game where the GM is not necessarily present, and the players must apply and enforce the rules themselves. A system of tags and cards is often used to help enforce the rules in an unobserved game.
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