The equipment presented here provides the essential weapons, armor, tools, supplies, and prices needed to play Kingsmark using this book and The Spellbook. It is not an exhaustive catalog of everything in Sylva. The Marketplace: The Fantasy Adventurer’s Guide to Equipment & Commerce provides a much larger selection of goods, services, animals, and commerce for campaigns requiring greater detail.
Appendix E instead establishes the equipment standards of Kingsmark. The weapons and armor here serve as mechanical benchmarks; when an item is not listed, compare it with the closest examples and create reasonable statistics. Ordinary goods likewise establish price benchmarks for estimating unlisted items without another book. Beginning characters also possess the basic equipment established during Character Creation: a backpack, bedroll, flint and steel, coin purse, and waterskin, plus their Class Starting Equipment.
🪙 Money & Prices
There are three denominations: 10 Copper = 1 Silver, 10 Silver = 1 Gold, 1 Gold = 100 Copper
- Copper is everyday money. Meals, drinks, inexpensive lodging, candles, simple household goods, and minor supplies commonly cost Copper.
- Silver represents more substantial purchases, including tools, provisions, professional services, livestock, travel equipment, and better-quality goods.
- Gold represents significant wealth. Quality weapons, serious armor, horses, specialist equipment, rare goods, and other major purchases are commonly priced in Gold.
Prices represent ordinary costs under reasonably normal circumstances, not fixed universal values. A sword may cost more in an isolated settlement; food rises during famine; damaged goods may be discounted. Exceptional craftsmanship, unusual materials, imports, war, scarcity, taxes, and greed can all affect price. When circumstances suggest nothing unusual, use the listed price.
Availability
Price does not guarantee that an item can be found. Equipment uses four Availability categories:
- Common: Routinely obtainable wherever an appropriate settlement, merchant, or craftsman exists.
- Uncommon: Obtainable without extraordinary measures, but not expected in every village or shop.
- Rare: Usually requires a specialist, major settlement, commission, lengthy search, unusual merchant, or special circumstances.
- Restricted: Manufacture, possession, or sale is normally controlled by a government, military authority, guild, temple, magical institution, culture, or similar organization.
- Availability remains contextual. A bow may be Common among a people famous for archery and Uncommon elsewhere; a religious object may be readily available beside one temple and almost impossible to purchase far from that faith.
The Game Master should treat Availability as the normal expectation rather than an immutable rule.
⚔️ Weapons
Reading a Weapon Entry
Weapons use a small set of statistics.
- Cost is the ordinary purchase price.
- Damage Type determines which armor and protections apply.
- Base Damage is the injury threatened by a competent successful hit before margin of success increases it.
- Critical Threshold (CT) determines whether damage may escalate to 💀Critical. Meeting the CT does not automatically cause a Critical Wound; the attack must still generate enough Damage Levels to reach Critical.
- Hands indicates whether the weapon normally requires one hand, two hands, or may use either.
- Range appears when relevant to ranged or thrown weapons.
- Special appears only when a weapon needs a mechanical rule beyond ordinary circumstances.
- Physical differences still matter without numerical modifiers. A spear can reach farther than a dagger; a dagger is easier to conceal than a battle axe; a quarterstaff may be awkward in a cramped tunnel; an axe suits chopping a wooden door better than a sword. Resolve such circumstances through the normal rules rather than giving every weapon numerous special modifiers.
- Availability indicates how easily the weapon can normally be obtained.
Base Damage
Base Damage represents what a competent successful hit can reasonably do before margin of success increases the injury. It does not represent the worst injury possible.
🩸Minor — Capable of meaningful injury, but ordinarily unlikely to immediately disable an adult Human. Ordinary knives, small thrown weapons, light improvised weapons, and similar attacks commonly belong here.
🩸Moderate — Readily capable of substantial wounds. Most serious Human-portable weapons belong here, including fighting blades, swords, axes, maces, war hammers, spears, substantial clubs, and bows.
🩸Severe — An ordinary competent hit is expected to cause disabling, deeply penetrating, crushing, or otherwise devastating trauma. Reserve Severe Base Damage for exceptionally powerful Human-portable weapons, extraordinary physical force, massive natural attacks, siege weapons, and comparable threats.
💀Critical — An ordinary successful impact is catastrophic. Human-portable weapons almost never possess Critical Base Damage; it is chiefly appropriate to enormous creatures, massive siege weapons, supernatural attacks, and similarly extreme forces.
Base Damage must be considered with Critical Threshold. A longsword having 🩸Moderate Base Damage does not mean it ordinarily causes only modest injuries; margin of success may rapidly escalate damage to 🩸Severe or 💀Critical. Two weapons may therefore share 🩸Moderate Base Damage while differing substantially in Critical Threshold, Damage Type, reach, handling, or practical use.
Critical Threshold
Critical Threshold represents how readily a weapon can produce catastrophic or immediately life-threatening injury when an attack would otherwise escalate to 💀Critical.
- 💀CT 7 — Extremely Lethal: Reserved for exceptionally destructive weapons and attacks. A sufficiently effective strike can readily become catastrophic.
- 💀CT 8 — Highly Lethal: Appropriate to particularly lethal battlefield weapons and other attacks exceptionally capable of catastrophic injury.
- 💀CT 9 — Lethal: The normal territory of serious weapons purpose-built to kill, including many swords, axes, military hammers, spears, and powerful missile weapons.
- 💀CT 10 — Dangerous: Certainly capable of killing, but catastrophic injury ordinarily requires a particularly effective attack.
- 💀CT 11 — Limited Lethality: Capable of killing, but less suited to immediately catastrophic injury.
- 💀CT 12 — Poor Killing Weapon: Death remains possible, but the object’s construction, size, or purpose makes catastrophic injury unusual.
Values above CT 12 may be appropriate to weak natural attacks, tiny objects, deliberately nonlethal equipment, and other attacks poorly suited to killing an adult Human. Critical Threshold does not automatically cause 💀Critical Damage. Damage must first escalate normally through margin of success and other applicable effects. Critical Threshold determines whether that escalation is permitted to reach 💀Critical.
Creating an Unlisted Weapon
When the Game Master needs a weapon that is not listed here, begin with the listed weapon that most closely resembles it. Determine what normally happens when the weapon lands a competent successful hit. This establishes Base Damage. Then consider how readily an especially effective strike can cause catastrophic injury. This establishes Critical Threshold. Determine how the weapon physically injures its target. This establishes Damage Type. Consider its physical use: size, reach, required hands, whether it can be thrown or fired, and any circumstances in which its construction creates an obvious advantage or limitation. Finally, compare its materials, craftsmanship, cultural prevalence, and manufacturing difficulty with similar weapons to determine Cost and Availability. Do not create a new mechanical property merely because a weapon has a different historical or cultural name. If two weapons function substantially alike for purposes of the Kingsmark rules, they may use identical statistics.
⚔️ Melee Weapons
🔪 Knife — 5 Copper
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Minor
Critical Threshold: 11
Hands: One
An ordinary knife is mainly a tool for preparing food, cutting rope, dressing game, woodworking, and other daily tasks. It remains dangerous as a weapon but is not made for battle. Availability: Common
🔪 Hunting Knife — 8 Copper
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One
A sturdy field knife made for butchering, skinning, cutting, and survival. It remains a practical tool but is large and strong enough to serve as a serious emergency weapon. Availability: Common
🔪 Fighting Knife — 1 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One
A long, strong knife made for close combat. Large fighting knives from many cultures can use these statistics. Availability: Common
🗡️ Dagger — 2 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One
A dagger is a close-combat weapon made chiefly for stabbing. Its reach is short, but a well-placed thrust can cause catastrophic injury, reflected by its low Critical Threshold. Availability: Common
🗡️ Shortsword — 1 Gold
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One
A shortsword is made for deep thrusts and disabling cuts. Its compact size works well in confined spaces but gives it less reach than longer swords. Availability: Uncommon
⚔️ Longsword — 2 Gold
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One or Two
A longsword is a highly lethal weapon capable of powerful cuts and thrusts. It may be used one-handed, including with a shield, or two-handed for greater leverage and control. Availability: Uncommon
🪓 Hand Axe — 6 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One
A compact chopping weapon that also serves as a useful tool. Its focused edge makes it more dangerous than its size suggests. Availability: Common
🪓 Battle Axe — 1 Gold, 5 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One or Two
A battle axe is made for combat and drives heavy force through a cutting edge. Many regional fighting axes can use these statistics unless their design differs greatly. Availability: Uncommon
🪵 Club — 3 Copper
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 11
Hands: One
A heavy wooden club can break bones, cause serious head injuries, and disable or kill. It is less likely to cause catastrophic wounds than a dedicated edged or penetrating weapon. Availability: Common
🪵 Great Club
Cost: 1 Silver
Damage Type: 🪨 Concussive
Base Damage: 🩸Severe
Critical Threshold: 9
Hands: Two
A massive weapon that relies on weight and leverage. This profile assumes a Human Giant or similarly powerful creature; an ordinary Human should use the Club or Heavy Staff profile instead. Requires Human Giant or Strength +4 or greater. Availability: Common
🪵 Quarterstaff — 5 Copper
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two
A long hardwood weapon capable of powerful strikes and strong leverage. Its reach is useful in open combat but can become awkward in cramped spaces. Availability: Common
🪵 Bō Staff — 8 Copper
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two
A bō is a long fighting staff used in disciplined martial traditions. It functions much like a quarterstaff, though its culture, construction, appearance, and techniques differ. Availability: Common in cultures where used, otherwise Uncommon
🪵 Heavy Staff — 1 Silver
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: Two
A heavy staff is thicker and heavier than a quarterstaff, giving up some convenience for greater striking force. Truly massive examples use the Great Club profile instead. Availability: Common
🔨 Mace — 1 Gold
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One
A mace focuses heavy striking force into a compact head. It is especially useful against armor that stops cutting but cannot fully absorb a powerful impact. Availability: Uncommon
🔨 War Hammer — 1 Gold, 5 Silver
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One or Two
A war hammer delivers focused force against armored or unarmored foes. Some have a rear pick; when that point is deliberately used and the distinction matters, treat the attack as 🗡️ Blades & Spikes. Availability: Uncommon
🪢 Whip — 2 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Minor
Critical Threshold: 12
Hands: One
Special: Attacks and specialized maneuvers with a whip use 🌈Reflexes PRISM + Unarmed Combat as described under Whips & Nunchaku.
A fighting whip, bullwhip, stock whip, or similar flexible weapon can tear exposed flesh and strike vulnerable areas at high speed, but its low mass makes catastrophic injury less reliable than with swords, axes, or heavy weapons. Its main strengths are reach, surprise, entanglement, disarming, control, and intimidation. It becomes awkward without enough room to extend or swing. Availability: Common where livestock and animal handling are common; otherwise Uncommon
🥢 Nunchaku
Cost: 8 Copper
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 11
Hands: One
Special: Attacks and specialized maneuvers with nunchaku use 🌈Reflexes PRISM + Unarmed Combat as described under Whips & Nunchaku.
Nunchaku consist of two short rigid sections joined by cord, rope, or chain. A skilled wielder can deliver fast, forceful blows, especially against the head, hands, joints, and other vulnerable areas. Their flexible design also allows sudden changes of direction, deceptive angles, and disarming techniques, but demands more coordination than a club. Availability: Common in cultures where used; otherwise Uncommon
⛓️ Morning Star — 1 Gold, 5 Silver
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: One or Two
A morning star combines a heavy striking head with large spikes. Its low Critical Threshold reflects both crushing impact and penetration. When a direct spike strike matters for armor, treat the attack as 🗡️ Blades & Spikes. Availability: Uncommon
🔱 Spear — 5 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One or Two
Special: May be thrown when the spear’s construction and circumstances make doing so practical.
A spear combines a penetrating point with excellent reach and is among the most common weapons of hunting and war. Many regional designs can use these statistics. Availability: Common
🐎 Lance
Cost: 1 Gold
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One while properly mounted; normally Two on foot
Special: When properly couched during a fast mounted charge, Base Damage becomes 🩸Severe and Critical Threshold becomes 7. This requires meaningful forward speed and enough distance for the mount and rider to build momentum; merely attacking while mounted does not provide this benefit.
A lance is a long cavalry weapon built to focus the momentum of mount, rider, and weapon into a small point. Without a charge it functions much like a very long spear; properly couched at speed, it can cause devastating penetration. Its great length makes it cumbersome on foot and in confined spaces. Availability: Uncommon
🥷 Ninjatō — 2 Gold
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: One or Two
A ninjatō is a sword associated with certain covert martial traditions. Its distinction comes mainly from its culture, construction, and training rather than a radically different damage profile. Availability: Restricted
⚔️ Heavy Chopping Sword — 2 Gold
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: Two
A heavy chopping sword uses greater blade mass and two-handed leverage for powerful cuts. Large cleaver-like and culturally distinct heavy cutting swords may use this profile. Availability: Uncommon
🏹 Ranged & Thrown Weapons
Ranged weapons use the normal rules for visibility, cover, movement, target size, environmental conditions, and the Realism Target Number of the shot.
Effective Range is the distance at which a weapon remains reasonably useful in combat. It is not a hard maximum, and shots within it do not all share the same Target Number. Longer shots may still be attempted when physically possible, with difficulty set by the Game Master.
🏹 Hunting Bow — 8 Silver
Damage Type: 🏹 Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: Two
Effective Range: approximately 100 yards
Ammunition: Arrows
A hunting bow is made mainly for taking game rather than warfare, but a well-placed shot can readily kill a Human. Availability: Common
🏹 Short Bow — 1 Gold
Damage Type: 🏹 Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: Two
Effective Range: approximately 150 yards
Ammunition: Arrows
A short bow combines useful power with compact size, making it well suited to scouts, mounted warriors, adventurers, forests, and other places where larger bows are awkward. Availability: Common
🏹 Longbow — 2 Gold
Damage Type: 🏹 Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 8
Hands: Two
Effective Range: approximately 250 yards
Ammunition: Arrows
A powerful longbow is a serious military weapon requiring extensive practice and physical conditioning. Its low Critical Threshold reflects its ability to cause devastating penetrating wounds. Exceptionally heavy bows may use another profile at the Game Master’s discretion. Availability: Uncommon
🏹 Light Crossbow — 2 Gold
Damage Type: 🏹 Projectiles
Base Damage: 🩸Moderate
Critical Threshold: 9
Hands: Two
Effective Range: approximately 60 yards
Ammunition: Bolts
Reload: 🔴🔴🔴🔴 4 AP
A light crossbow is compact enough for adventuring while delivering strong penetrating force. Reloading requires one 🔴🔴🔴🔴 Reload action. Once loaded, it remains loaded until fired, unloaded, damaged, or otherwise made unusable. Availability: Common
🏹 Heavy Crossbow — 4 Gold
Damage Type: 🏹 Projectiles
Base Damage: 🩸Severe
Critical Threshold: 8
Hands: Two
Effective Range: approximately 100 yards
Ammunition: Bolts
Reload: 2 🔴🔴🔴🔴 Reload actions
A heavy crossbow is a powerful military weapon with tremendous penetrating force. Reloading requires two separate 🔴🔴🔴🔴 Reload actions, which need not occur during the same Turn or Round. Once loaded, it remains loaded until fired, unloaded, damaged, or otherwise made unusable. Availability: Uncommon
🏹 Blowgun — 2 Silver
Availability: Common in cultures where used; otherwise Uncommon
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Minor
Critical Threshold: 12
Hands: Two
Effective Range: approximately 20 yards
Ammunition: Blowgun Darts
A blowgun uses the wielder’s breath to launch a small dart. The dart can injure but is mainly useful for delivering poison or another substance through a wound. Blowguns are quiet, light, and useful for hunting small animals or making poisoned ambush attacks. Applied substances resolve separately under their own rules.
🪨 Sling — 2 Copper
Damage Type: 🪨 Concussive
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One
Effective Range: approximately 60 yards
Ammunition: Rounded stones, clay bullets, or metal sling bullets
Special: Sling attacks use 🌈Reflexes PRISM + Throwing Weapons. Availability: Common
A sling uses a corded pouch and rapid rotation to launch a projectile much faster than an ordinary thrown stone. In trained hands it can break bones and cause severe head injuries. Suitable stones may be gathered freely, while purpose-made ammunition offers greater consistency.
Blowgun Ranges: Close Range 0–7 yd (+0); Effective Range 8–20 yd (+1 Disadvantage); Long Range 21–30 yd (+3 Disadvantage)
🥷 Shuriken — 2 Copper each
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Minor
Critical Threshold: 12
Hands: One
Effective Range: approximately 10 yards
Shuriken are small throwing weapons carried in quantity for distraction, harassment, poison delivery, or attacks against exposed targets. They are easy to conceal and carry but less lethal than a substantial knife, making accurate placement, poison, surprise, or repeated throws especially important. Availability: Uncommon
🏹 Throwing Knife — 8 Copper
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Minor
Critical Threshold: 11
Hands: One
Effective Range: approximately 10 yards
A throwing knife is balanced for deliberate throwing. It can kill, but lacks the penetration and control available when a blade is driven directly by hand. Availability: Common
🪓 Throwing Axe — 6 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One
Effective Range: approximately 15 yards
A throwing axe is balanced so a trained user can land its cutting edge effectively at short range. It also remains usable as a hand weapon. Availability: Uncommon
🔱 Javelin — 3 Silver
Damage Type: 🗡️ Blades & Spikes
Base Damage: 🩸Moderate
Critical Threshold: 10
Hands: One
Effective Range: approximately 25 yards
A javelin is a light spear made mainly for throwing. Its shorter, lighter shaft and balance make it more efficient at range than a normal spear while retaining enough mass to cause serious wounds. It may serve as a short spear in melee with these statistics, though a dedicated spear offers better reach and handling. Availability: Common
🪨 Thrown Stone — FREE
Availability: Common
Damage Type: 🪨 Concussive
Base Damage: 🩸Minor
Critical Threshold: 12
Effective Range: approximately 20 yards
A suitably sized stone is the basic improvised thrown weapon. Larger projectiles, exceptional strength, or unusual circumstances may justify another attack profile.
🎯 Ammunition & Accessories
🎯 Arrows, 20 — 1 Silver
Crossbow Bolts, 20
Cost: 8 Copper
Availability: Common
Twenty ordinary arrows for common bows or twenty bolts for a crossbow. Special heads, rare materials, superior craftsmanship, or magic increase the price. Availability: Common
🎯 Quiver — 5 Copper
A leather, hide, cloth, wood, or composite container that carries arrows while keeping them readily accessible. Availability: Common
🗡 Weapon Scabbard or Carrier — 5 Copper
A sheath, scabbard, loop, sling, harness, or similar carrier suited to an ordinary weapon. Decorated or specialized versions cost more. Availability: Common
🎯 Blowgun Darts, 20 — 5 Copper
Twenty light darts for ordinary blowguns. They are sold without poison or other coatings, which must be obtained or prepared separately. Availability: Common where blowguns are used; otherwise Uncommon
🪨 Whetstone — 2 Copper
A small abrasive stone used to maintain edged tools and weapons. It keeps ordinary equipment serviceable but cannot restore mechanically Broken equipment. Availability: Common
🏹 Spare Bowstring — 3 Copper
A spare bowstring is a prepared length of cord sized for a particular bow and carried in case the fitted string frays, snaps, stretches, or becomes unusable during travel. Replacing a bowstring normally takes several minutes and cannot usually be done as a combat Action. A broken or damaged bow cannot be repaired merely by replacing its string. Crossbows require heavier, more carefully fitted strings and may need proper tools to replace them safely. Archers who depend upon their weapons during long journeys commonly carry one or more spare strings protected from moisture in a small pouch. Availability: Common
💪 Brute Saddles
Brute Saddles are harnesses built to carry one Qatan securely upon a Human Giant’s back and shoulders. The rider sits high enough to see and act over the Giant while leaving his arms free. Each saddle supports one Qatan and reasonable personal equipment rather than serving as a cargo frame.
🧺 Qatan Riding Basket — 8 Silver
Weight: 12 lb.
A sturdy wicker basket reinforced with leather straps, padding, and a light wooden frame. It secures one Qatan to the Giant’s upper back while allowing the rider to observe, use suitable weapons, cast Spells, and perform other possible actions. It is light and inexpensive but offers little protection or comfort during long travel or violent movement. Availability: Uncommon
🪑 Qatan War Saddle — 2 Gold
Weight: 22 lb.
A leather-and-wood fighting saddle fitted to a Human Giant and Qatan rider. Padded straps spread the rider’s weight across the Giant’s shoulders and torso, while a shaped seat, braces, handholds, and retaining straps keep the rider secure during running and combat. Attachment points hold a bow, quiver, weapon, or modest gear without hindering the Giant’s movement. A properly fitted Brute Saddle does not prevent the Giant from using his arms or weapons normally. Extreme loads, heavy rider equipment, saddle damage, or violent conditions may require the Game Master to determine whether the rider remains mounted. Availability: Uncommon
🛡️ Armor
Every armor entry lists the twelve Damage Types in the same order for easy transfer to the character sheet:
🧠Mental Trauma, 🪨Concussive, 🏹Projectiles, 🗡️Blades & Spikes, 🔥Fire, ⚡Electric, ❄️Cold, 💨Sonic, ☀️Light, 🌑Darkness, ☠️Chemicals & Poisons, ✨Arcane/Psychic
A negative Armor Rating reduces incoming Damage by that many Damage Levels. A rating of 0 provides no meaningful protection. A positive rating represents vulnerability, increasing incoming Damage when the armor makes the attack more dangerous.
Ordinary armor normally provides no protection against 🧠Mental Trauma, ☀️Light, 🌑Darkness, or ✨Arcane/Psychic Damage unless stated otherwise. Attributes, PRISMs, and Skills do not provide automatic Armor Ratings against these Damage Types. Spells, Abjurations, enchanted equipment, supernatural abilities, barriers, and other specific rules may provide protection.
Armor protects only the Hit Locations listed. When protection covers only part of a location, the entry states this explicitly, such as 👕Upper Torso (Front Only) or 👕Lower Torso, Buttocks & Groin (Torso Only).
Armor Rating represents the immediate exposure, not what remains on the armor afterward. Armor that reduces 🔥Fire may still ignite or retain heat; armor that reduces ☠️Chemicals & Poisons may remain contaminated or corroded.
For Damage Type, 💨Sonic means sound or destructive vibration itself causes the injury. Magical screams, focused sonic attacks, and destructive resonance are 💨Sonic. Compressed air, magical wind, shockwaves, and similar forces that strike, crush, or throw instead cause 🪨Concussive Damage. If an attack would remain physically harmful while completely silent, it is normally 🪨Concussive.
🧥 Padded Armor / Gambeson — 1 Gold
Layer: Foundation Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A gambeson is a thick quilted garment worn alone or beneath Main Armor. Its layered cloth cushions blows and offers brief protection from flame, freezing air, and hazardous splashes, though absorbed heat or liquids may remain dangerous. Availability: Common
Reinforced Gambeson — 1 Gold, 5 Silver
Layer: Foundation Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A reinforced gambeson uses heavier quilting, extra layers, or other reinforcement for better impact protection while remaining flexible. Its thick cloth also offers brief protection from flame, cold, and hazardous splashes. Availability: Uncommon
Leather Warcoat — 1 Gold, 5 Silver
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Substantial soft leather armor provides modest protection from blows and edged weapons while insulating against brief heat, cold, and hazardous splashes. Sleeves, skirts, or shoulder pieces protect additional locations only when actually present. Availability: Common
Hardened Leather Cuirass — 2 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin (Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A rigid or semi-rigid leather cuirass resists penetration better than soft leather while remaining lighter and cheaper than metal armor. It also offers modest protection from brief flame, cold, and splashes. It protects the torso but not the buttocks or groin. Availability: Uncommon
Hide Armor — 1 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Hide armor uses thick, often layered or reinforced animal hides for durable, inexpensive protection. Its appearance varies widely by culture, and thick hide also guards briefly against flame, freezing conditions, and hazardous splashes. Availability: Common
🩲 Barbarian’s Armored Loincloth — 5 Silver
Layer: Main Armor
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A Barbarian’s Armored Loincloth uses leather, hide, fur, layered cloth, or similar materials to protect the hips, groin, buttocks, and lower abdomen while leaving most of the body free. Designs range from simple reinforced leather to decorated belts, panels, fur, trophies, or hides. Availability: Common in cultures where worn; otherwise Uncommon
Leather Glove — 2 Copper each
Layer: Additional Protection
Hit Locations: ✋[6]Right Hand, 🤚[5]Left Hand
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A substantial leather glove protects one hand from blows, cuts, brief heat, cold, and hazardous splashes. Thin clothing gloves may provide no Armor Rating. Availability: Common
Leather Bracer — 5 Copper each
Layer: Additional Protection
Hit Locations: 💪[8]Right Shoulder & Arm (Forearm Only) or 💪[7]Left Shoulder & Arm (Forearm Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A thick leather bracer protects only the forearm upon which it is worn. Attacks established as striking the shoulder or another uncovered part of the arm bypass it. Availability: Common
Leather Boots — 1 Silver per pair
Layer: Additional Protection
Hit Locations: 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Heavy leather boots protect the feet from cuts, blows, debris, brief heat, cold, and hazardous splashes. They do not protect the Legs. Availability: Common
⛓️ Mail Shirt — 5 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin (Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
A mail shirt uses interlocking metal rings to protect the torso, especially against cuts, though heavy impacts still transfer force. Its open construction offers little protection from flame, cold, or liquids without Foundation Armor beneath it. It does not protect the buttocks or groin. Availability: Uncommon
Mail Hauberk — 10 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm, 🦵[4]Right Leg (Upper Leg Only), 🦵[3]Left Leg (Upper Leg Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
A mail hauberk extends mail protection across the torso, arms, buttocks, groin, and upper legs. Hands, feet, head, neck, and lower legs require separate armor. Mail provides little insulation or liquid protection, though Foundation Armor beneath it may. Availability: Uncommon
🪖 Mail Coif — 2 Gold
Layer: Additional Protection
Hit Locations: 👨[12]Head, 📿[11]Neck
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
A mail coif protects the head and neck with interlocking rings. It is often worn over padding and may be combined with a helmet under the Armor Layering rules. Availability: Uncommon
🧤 Mail Mittens — 1 Gold per pair
Layer: Additional Protection
Hit Locations: ✋[6]Right Hand, 🤚[5]Left Hand
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
Mail mittens protect the hands well against cutting and penetrating attacks but still transmit much of a heavy blow’s force. Availability: Uncommon
Metal-Reinforced Leather Armor — 3 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin (Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Leather reinforced with substantial metal plates, strips, studs, or similar pieces provides much greater protection than leather alone; decorative studs do not qualify. The leather also gives modest protection from brief flame, cold, and splashes. This entry protects the torso only. Availability: Uncommon
🦾 Metal Bracer — 5 Silver each
Layer: Additional Protection
Hit Locations: 💪[8]Right Shoulder & Arm (Forearm Only) or 💪[7]Left Shoulder & Arm (Forearm Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A rigid metal forearm guard offers much better protection than leather without the cost or Coverage of a full Plate Arm Harness. It protects only the forearm and is commonly worn in pairs for 1 Gold. Availability: Uncommon
Brigandine — 6 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin (Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Brigandine uses overlapping metal plates riveted inside cloth or leather, providing strong protection with more flexibility than a rigid breastplate. Its layered construction also offers modest protection from brief flame, cold, and splashes. This entry covers the torso only. Availability: Uncommon
Breastplate — 8 Gold
Layer: Main Armor
Hit Locations: 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin (Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A fitted metal breastplate gives excellent torso protection from cutting and penetrating weapons. Solid plate can briefly shield against flame and hazardous splashes but offers little insulation from intense cold. It protects the torso front and back, not the buttocks or groin. Availability: Rare
Plate Gauntlet — 1 Gold each
Layer: Additional Protection
Hit Locations: ✋[6]Right Hand or 🤚[5]Left Hand
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
An articulated metal gauntlet protects one hand while allowing enough movement to grip and handle weapons. It does not protect the Shoulder & Arm. Availability: Rare
Plate Arm Harness — 2 Gold each
Layer: Additional Protection
Hit Locations: 💪[8]Right Shoulder & Arm or 💪[7]Left Shoulder & Arm
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A fitted assembly of metal plates protecting one shoulder and arm. Each side is purchased and tracked separately. Availability: Rare
Plate Leg Harness — 3 Gold each
Layer: Additional Protection
Hit Locations: 🦵[4]Right Leg or 🦵[3]Left Leg
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A fitted plate assembly protecting one leg. It does not protect the Foot without separate armor. Availability: Rare
Sabaton — 1 Gold each
Layer: Additional Protection
Hit Locations: 🦶[2]Right Foot or 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
An articulated metal defense worn over one foot. Sabatons are components of extensive plate armor rather than ordinary footwear. Availability: Rare
🪖 Helmets
Open Helmet — 1 Gold
Layer: Additional Protection
Hit Locations: 👨[12]Head
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
A metal helmet protecting the skull while leaving much of the face exposed. It does not protect the Neck, and attacks specifically striking the exposed face may bypass it. Its open design also provides little protection from flame, freezing air, or hazardous liquids. Availability: Common
Reinforced Helmet — 2 Gold
Layer: Additional Protection
Hit Locations: 👨[12]Head
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A heavier helmet providing broad rigid protection to the head. Designs vary by culture and period, but greater enclosure also offers some protection from brief flame, freezing blasts, and hazardous splashes. Availability: Uncommon
Full Helm — 3 Gold
Layer: Additional Protection
Hit Locations: 👨[12]Head
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A heavy enclosed helmet protecting most of the face and skull. Its enclosure also guards against brief flame, freezing blasts, corrosive splashes, filth, and venom, though gases and substances entering its openings may still reach the wearer. The 📿Neck requires separate protection unless the helm specifically covers it. Availability: Rare
Gorget — 1 Gold
Layer: Additional Protection
Hit Locations: 📿[11]Neck
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A rigid defense protecting the neck and throat. Its small Coverage can be crucial against attacks aimed at this vulnerable location. Availability: Rare
💋 Sexy Fantasy Armor
Sylva contains armor made for female warriors who deliberately favor mobility, appearance, intimidation, distraction, cultural display, or sheer audacity over complete Coverage. These are the daring creations of armorers who understand that sometimes a warrior wants to stride onto the battlefield looking less like a walking fortress and more like the heroine painted across the cover of an adventure novel. Such equipment is mechanically honest: exposed flesh remains exposed. A female warrior in an armored bikini may look spectacular—and that may be precisely the intention—but an arrow striking her uncovered abdomen does not care how spectacular she looks. Some revealing armor also has a 💋Hotness Rating. This represents the Advantage the deliberately revealing design can provide when the 💋Hotness rules apply. The rating does not automatically affect every character who sees the wearer, and its circumstances and limitations are governed by the 💋Hotness rules.
👙Leather Armored Bra — 5 Silver
Layer: Main Armor
💋Hotness: -1 Advantage
Hit Locations: 👕[10]Upper Torso (Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A perennial favorite takes the battlefield runway: the Leather Armored Bra! Reinforced leather protects the breasts and front of the Upper Torso while the abbreviated cut leaves the abdomen, shoulders, arms, and back gloriously unencumbered. Practical where it covers, wonderfully immodest everywhere else, this is genuine leather armor for the female warrior who has no intention of disappearing beneath it. Availability: Common
👙Chainmail Bra — 1 Gold
Layer: Main Armor
💋Hotness: -1 Advantage
Hit Locations: 👕[10]Upper Torso (Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
And now the unmistakable shimmer of mail! The Chainmail Bra brings interlocking steel rings to one of fantasy’s most celebrated pieces of improbable battlefield fashion. It provides honest mail protection to the breasts and front of the Upper Torso while leaving the back, abdomen, shoulders, and arms dramatically exposed. It is audacious, unmistakably martial, and absolutely guaranteed to make the village blacksmith’s more conservative customers stare. Availability: Uncommon
👙Plate Armored Bra — 2 Gold
Layer: Main Armor
💋Hotness: -1 Advantage
Hit Locations: 👕[10]Upper Torso (Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
For the warrior who wants the protection of forged plate without surrendering the silhouette, behold the Plate Armored Bra! Carefully shaped rigid defenses provide formidable protection wherever the metal actually covers, while the deliberately abbreviated design leaves most of the torso magnificently free of anything resembling sensible plate armor. Beautiful, expensive, wonderfully extravagant, and mechanically unforgiving when the enemy aims somewhere else. Availability: Rare
👙Leather Armored Bikini Bottom — 5 Silver
Layer: Additional Protection
💋Hotness: -2 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin (Groin, Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Minimalism has rarely marched into battle with such confidence. The Leather Armored Bikini Bottom concentrates reinforced leather over the front of the groin and then boldly concludes that its work is finished. The abdomen, buttocks, hips, and legs remain spectacularly exposed, making this an inexpensive favorite for warriors who believe armor should protect something without concealing everything. Availability: Common
👙Mail Armored Bikini Bottom — 1 Gold
Layer: Additional Protection
💋Hotness: -2 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin (Groin, Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
The classic armored bikini receives the unmistakable sparkle of steel! A daring arrangement of mail protects the front of the groin while leaving virtually everything surrounding it available for admiration—or enemy targeting. It offers exactly the protection its tiny collection of rings promises and not a link more, but few pieces of equipment announce “fantasy warrior” quite so enthusiastically. Availability: Uncommon
👙Plate Armored Bikini Bottom — 2 Gold
Layer: Additional Protection
💋Hotness: -2 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin (Groin, Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
And for those who looked at an armored bikini and demanded something more extravagant, the armorer answers with polished plate. This fantastical creation places beautifully fitted rigid protection across the front of the groin while leaving the surrounding Lower Torso, buttocks, hips, and legs unapologetically exposed. Where the plate is struck, it is superb armor. Everywhere else, confidence will have to suffice. Availability: Rare
👗Skimpy Leather Armored Short Skirt — 1 Gold
Layer: Additional Protection
💋Hotness: -1 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Here comes a little more Coverage without sacrificing the legs everyone came to see. The Skimpy Leather Armored Short Skirt protects the groin, buttocks, and upper thighs with a flirtatiously abbreviated arrangement of leather panels. It is light, dramatic, easy to move in, and leaves most of both legs completely exposed—an excellent compromise for the warrior who considers “knee-length” an unforgivable failure of imagination. Availability: Common
👗Skimpy Mail Armored Short Skirt — 2 Gold
Layer: Additional Protection
💋Hotness: -1 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
Mail takes a decidedly less monastic turn with this wonderfully abbreviated armored skirt. A glittering curtain of rings protects the groin, buttocks, and upper thighs while ending early enough to leave most of both legs gloriously unrestricted. It sways, flashes, and jingles with every stride—a fine choice for the female warrior who intends her entrance onto the battlefield to be noticed. Availability: Uncommon
👗Skimpy Plate Armored Short Skirt — 4 Gold
Layer: Additional Protection
💋Hotness: -1 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
Now this is battlefield couture. Overlapping polished plates sweep around the hips, groin, buttocks, and upper thighs before stopping with theatrical abruptness and leaving the remainder of both legs magnificently bare. Expensive, striking, and genuinely formidable where its plates actually fall, this is armor designed for the female warrior who wants everyone to know that practicality was invited to the fitting—but was not permitted final approval. Availability: Rare
👗Revealing Warrior Harness — 1 Gold
Layer: Main Armor
💋Hotness: -1 Advantage
Hit Locations: 👕[10]Upper Torso (Front Only), 👕[9]Lower Torso, Buttocks & Groin (Front Torso Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Finally, for the female warrior who finds even the word “cuirass” excessively conservative, we present the Revealing Warrior Harness. Strategically placed leather defenses, straps, cups, belts, and guards protect selected portions of the front of the body while leaving generous stretches of skin dramatically exposed. Whether worn by a barbarian champion, arena fighter, adventuring heroine, or someone who simply understands the importance of making an entrance, the Warrior Harness delivers exactly what it promises: some armor, tremendous style, and absolutely no confusion about where the armor ends. Availability: Common
👢 Provocative Thigh-High Leather Boots — 2 Silver
Layer: Additional Protection
Hit Locations: 🦵[4]Right Leg,🦵[3]Left Leg, 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
💋Hotness: -1 Advantage when combined with an armored bikini, bikini bottom, thong, or skimpy short skirt
Tall, fitted leather boots rising above the knee combine practical protection for the feet and lower legs with an unmistakably provocative fantasy-warrior silhouette. By themselves they confer no 💋Hotness Bonus; their -1 Advantage applies when they complete an appropriately revealing outfit. The total Hotness Bonus remains subject to the normal non-stacking rule. Availability: Common
🖤 Scandalously Skimpy Leather Straps — 1 Silver
Layer: Main Armor
Hit Locations: None
Armor: 🧠Mental Trauma: 0, 🪨Concussive: 0, 🏹Projectiles: 0, 🗡️Blades & Spikes: 0, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
💋Hotness: -3 Advantage
An outrageously impractical fantasy harness made from little more than narrow straps and well-placed leather. Calling it armor is generous: it offers no real protection. Its -3 💋Hotness Bonus reflects an outfit barely distinguishable from being disrobed for purposes of exploiting attraction. It may also provoke strong negative reactions from clergy, conservative cultures, dignitaries, disciplined professionals, or anyone who finds it indecent, absurd, or inappropriate. Availability: Common
👙 Minimal Leather Breast Cups — 5 Copper
Layer: Main Armor
Hit Locations: None
Armor: 🧠Mental Trauma: 0, 🪨Concussive: 0, 🏹Projectiles: 0, 🗡️Blades & Spikes: 0, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
💋Hotness: -2 Advantage
Tiny fitted cups held by straps provide far more visual drama than protection. They give no Armor Rating and leave the 👕Upper Torso unarmored, though separate armor may still protect the arms, hands, lower torso, legs, feet, or head. Their extreme presentation provides -2 💋Hotness Advantage against susceptible observers. Availability: Common
👙 Ridiculously Skimpy “Armored” Thong — 3 Copper
Layer: Main Armor
Hit Locations: None
Armor: 🧠Mental Trauma: 0, 🪨Concussive: 0, 🏹Projectiles: 0, 🗡️Blades & Spikes: 0, 🔥Fire: 0, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: 0, ✨Arcane/Psychic: 0
💋Hotness: -2 Advantage
Exactly what the name promises: an absurdly skimpy leather thong, sometimes decorated with tiny pieces of metal or mail, that should never be confused with real armor. It grants no Coverage or Armor Rating but may be worn with armor protecting the rest of the body. Its extreme presentation provides -2 💋Hotness Advantage against susceptible observers. Availability: Common
🍈 Giant Jugs — 2 Gold
Layer: Additional Protection
Hit Locations: 👕[10]Upper Torso (Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
💋Hotness: -1 Advantage
Capacity: 4 lb. total, maximum 2 lb. per breast
Giant Jugs are two hollow DDD-sized false breasts covered in thin shaped plate, with no cleavage because the breasts themselves are armor. Hidden catches open each breast to store coins, potions, food, Spell components, or other light gear. The four-pound limit keeps the added front weight within a range that does not seriously upset balance or strain the back. Availability: Rare
🍑 Armored Butt Plates — 2 Gold
Availability: Rare
Layer: Additional Protection
💋Hotness: -1 Advantage
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin (Buttocks Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
Two fitted metal plates protect the buttocks while leaving the hips, thighs, groin, and rest of the Lower Torso exposed. Thick padding makes sitting on shaped steel less regrettable. Protection is excellent where the plates cover and nonexistent elsewhere. Engraving, polished metal, heart shapes, and exaggerated sculpting are common.
😇 Heavenly Hotness — 12 Gold
Availability: Rare
Layer: Main Armor and Additional Protection
💋Hotness: -2 Advantage
Hit Locations: 👨[12]Head (Top and Back Only), 👕[10]Upper Torso (Breasts, Front Only), 👕[9]Lower Torso, Buttocks & Groin (Groin and Buttocks Only), 💪[8]Right Shoulder & Arm (Shoulder and Forearm Only), 💪[7]Left Shoulder & Arm (Shoulder and Forearm Only), 🦵[4]Right Leg (Shin Only), 🦵[3]Left Leg (Shin Only), 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A favorite of some female Holy Knights and Shield Maidens, Heavenly Hotness combines polished breast plates, shoulder and forearm guards, groin and buttock armor, shin guards, armored boots, and a small open-faced helmet. A short decorative skirt adds style rather than protection. The thighs, abdomen, back, upper arms, face, and neck remain boldly exposed. White, silver, gold, feathers, wings, and brilliant polish are traditional.
😈 Devil Bitch — 10 Gold
Availability: Rare
Layer: Main Armor and Additional Protection
💋Hotness: -2 Advantage
Hit Locations: 👨[12]Head (Top, Back, and Sides Only), 👕[10]Upper Torso (Breasts, Front Only), 👕[9]Lower Torso, Buttocks & Groin (Torso Front and Sides Only), 🦵[4]Right Leg, 🦵[3]Left Leg, 🦶[2]Right Foot, 🦶[1]Left Foot
Plate Portions: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
Leather Portions: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: 0, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
Devil Bitch is Heavenly Hotness recast in black leather, spikes, and bad intentions. A metal corset protects the front and sides of the abdomen, black leather covers the breasts, thigh-high armored boots protect the legs and feet, and a horned helmet guards the top, back, and sides of the skull while leaving the face bare. The rear ends in a thin thong with no Armor Rating. Blackened steel, crimson trim, chains, skulls, and horns are customary.
🍆 Horned War Codpiece — 1 Gold, 5 Silver
Availability: Uncommon
Layer: Additional Protection
Hit Locations: 👕[9]Lower Torso, Buttocks & Groin (Groin, Front Only)
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: 0, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
💋Hotness: None
Special: When the wearer clearly displays the codpiece while making an obscene sexual threat or innuendo as a Psychological Battle Cry, opponents who can see it and understand the threat suffer +1 Disadvantage on their Discipline Attribute Defense Tests against that 🟡 Battle Cry.
The Horned War Codpiece is a rigid groin plate fitted with an outrageously large horn, spike, or metal phallus. Versions range from polished steel or animal horn to grotesquely oversized ceremonial designs. Its purpose is equal parts groin protection and psychological warfare: few battlefield threats require quite so little imagination. The projection is not a weapon unless used as an improvised one under the normal rules.
🛡️ Shields
A shield is active defensive equipment that also functions as an additional Armor Layer when the character uses Shield Combat. Unlike worn armor, every shield has explicit Hit Location Coverage. The Hit Locations line states only where the shield can provide protection; all Armor Rating information appears on the Armor line. Every shield is equipped on either the left or right side. If the player has not declared a side, the shield is considered equipped on the left side. The stat blocks below assume that the shield is equipped on the left side. When equipped on the right, reverse corresponding Left and Right Hit Locations. Central Hit Locations remain unchanged. A shield protects its equipped side more effectively than the opposite side. Against a covered Hit Location on the opposite side, reduce the magnitude of each applicable Armor Rating by 1, to a minimum protection of 0. Thus -3 becomes -2, -2 becomes -1, and -1 becomes 0. This modifies the Armor Rating, not the Hit Location entry. The shield’s Armor Rating stacks with legitimate Foundation Armor, Main Armor, and Additional Protection covering the struck location. Because a shield physically stands between an attack and the body, it may also provide immediate protection against brief 🔥Fire, ❄️Cold, and ☠️Chemicals & Poisons attacks that strike the shield. This represents interception of the initial blast, spray, or exposure rather than immunity to continuing heat, cold, contamination, corrosion, fumes, or substances that subsequently travel around or through the shield.
Forearm Shield — 3 Silver
Equipped: Left Forearm
Hands: None
Hit Locations: 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, 👕[9]Lower Torso (excluding Buttocks & Groin), 💪[7]Left Shoulder & Arm, 🤚[5]Left Hand
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A Forearm Shield is a very small shield approximately the size of a large dinner plate or somewhat larger, secured to the forearm rather than gripped in the hand. It provides limited upper-body protection while leaving the hand free to hold a weapon, object, or other equipment. Its small size provides no meaningful protection to the groin, buttocks, legs, or feet. Because the shield is affixed to the arm rather than occupying the hand, the character may use that hand normally. The character must nevertheless be capable of moving the shield-bearing arm to use Shield Combat. Availability: Common
Light Shield — 5 Silver
Equipped: Left Hand
Hands: One
Hit Locations: 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[7]Left Shoulder & Arm, 🤚[5]Left Hand, 🦵[3]Left Leg
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -1, 🏹Projectiles: -1, 🗡️Blades & Spikes: -1, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A small, maneuverable hand-held shield provides broad active protection because it can be rapidly raised, lowered, or moved across the body. It protects the equipped side and central body effectively but is too small to provide meaningful protection to the feet. Its light weight makes it well suited to mobile fighters, travelers, and anyone who values a free-moving defense over maximum Coverage. A Light Shield normally imposes no additional Disadvantage merely for being equipped. Availability: Common
Medium Shield — 1 Gold
Equipped: Left Hand
Hands: One
Hit Locations: 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm, ✋[6]Right Hand, 🤚[5]Left Hand, 🦵[4]Right Leg, 🦵[3]Left Leg
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -2, 🏹Projectiles: -2, 🗡️Blades & Spikes: -2, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -1, ✨Arcane/Psychic: 0
A substantial wooden, hide-covered, or reinforced shield combines strong protection with useful maneuverability. Its greater surface area provides substantial protection to the torso, head, neck, arms, hands, and legs. It is large enough to shelter much of the body behind it while still allowing an experienced fighter to attack, advance, or reposition without the bulk of a Heavy Shield. Covered locations on the opposite side receive the normal 1-point reduction in the magnitude of the shield’s Armor Rating. Its Coverage does not extend meaningfully to the feet. Availability: Common
Heavy Reinforced Shield — 2 Gold
Equipped: Left Hand
Hands: One
Hit Locations: 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, 👕[9]Lower Torso, Buttocks & Groin, 💪[8]Right Shoulder & Arm, 💪[7]Left Shoulder & Arm, ✋[6]Right Hand, 🤚[5]Left Hand, 🦵[4]Right Leg, 🦵[3]Left Leg, 🦶[2]Right Foot, 🦶[1]Left Foot
Armor: 🧠Mental Trauma: 0, 🪨Concussive: -3, 🏹Projectiles: -3, 🗡️Blades & Spikes: -3, 🔥Fire: -1, ⚡Electric: 0, ❄️Cold: -1, 💨Sonic: 0, ☀️Light: 0, 🌑Darkness: 0, ☠️Chemicals & Poisons: -2, ✨Arcane/Psychic: 0
A large or heavily reinforced shield provides exceptional active Coverage. When used through Shield Combat, it can protect every Hit Location. Covered locations on the opposite side receive the normal 1-point reduction in the magnitude of its Armor Rating. Its size can become inconvenient in cramped environments or during actions requiring unrestricted movement. A Heavy Reinforced Shield normally imposes +1 Disadvantage on actions for which its bulk is genuinely obstructive, such as squeezing through a narrow opening, climbing while the shield must remain in hand, performing acrobatic movement, or manipulating the environment with the shield arm occupied. The Game Master should not apply this penalty to ordinary movement or simply because the character is carrying the shield in combat. Availability: Uncommon
Shield Coverage
If the character uses Shield Combat and the struck Hit Location appears in the shield’s stat block, apply the shield’s Armor Rating against the incoming Damage Type. If the location does not appear, the shield provides no protection there. The listed stat blocks assume that the shield is equipped on the left side. If equipped on the right, reverse the corresponding arms & shoulders, hands, legs, and feet. The 👨[12]Head, 📿[11]Neck, 👕[10]Upper Torso, and 👕[9]Lower Torso, Buttocks & Groin are centered and therefore remain unchanged. For shields whose Coverage extends across the body, reduce the magnitude of each applicable Armor Rating by 1 against a Hit Location on the opposite side from the equipped shield, to a minimum protection of 0. Thus a Medium Shield with -2 protection provides -2 at covered central and left-side locations and -1 at covered right-side locations when equipped on the left. A shield provides no Armor Rating when Shield Combat cannot be used, including when the shield has been dropped, is Broken, is not ready, or another rule explicitly prevents its use.
🎒 Basic Adventuring Equipment
Most ordinary equipment does not require elaborate statistics. The following entries provide enough information to establish reasonable prices and serve as benchmarks for similar goods.
Backpack — 1 Silver
A durable pack suitable for carrying an adventurer’s ordinary traveling equipment and supplies. Availability: Common
Bedroll — 5 Copper
A portable arrangement of blankets, padding, or similar bedding suitable for sleeping while traveling. Availability: Common
Blanket — 5 Copper
A substantial woolen or similar blanket suitable for warmth, bedding, emergency wrapping, and numerous improvised uses. Availability: Common
Flint and Steel — 3 Copper
A basic fire-starting kit. Dry tinder and suitable fuel are still required. Availability: Common
Coin Purse — 2 Copper
A small pouch intended for coins and other small valuables. Availability: Common
Waterskin — 3 Copper
A treated hide or similar container suitable for carrying an ordinary traveler’s personal water supply. Availability: Common
Rope, 50 Feet — 1 Silver
Fifty feet of serviceable rope suitable for ordinary climbing, tying, hauling, securing equipment, and similar adventuring uses. Rope is not automatically capable of supporting extraordinary weights merely because a character attempts to use it that way. Availability: Common
Grappling Hook — 2 Silver
A multi-pronged metal hook designed to catch securely upon walls, ledges, branches, battlements, and similar structures when used with rope. Availability: Uncommon
Hooded Lantern — 5 Silver
A portable enclosed lantern whose hood allows its light to be reduced or concealed more effectively than an open flame. Availability: Common
Lantern Oil — 2 Copper per flask
A small supply of suitable lamp or lantern fuel. The exact burning time varies with the lantern and quality of fuel. Availability: Common
Chalk — 1 Copper
Several pieces of chalk suitable for marking stone, wood, doors, walls, dungeon passages, and other reasonably receptive surfaces. Availability: Common
Small Mirror — 5 Silver
A small polished metal or glass mirror useful for grooming, signaling, observing around corners, examining difficult locations, and numerous improvised tasks. Availability: Uncommon
Small Pry Bar — 2 Silver
A compact iron lever useful for prying boards, lifting lids, forcing gaps, and similar work. It does not substitute for a successful Test when the obstacle is genuinely difficult to move. Availability: Common
Small Cooking Pot — 5 Copper
A portable metal or ceramic pot suitable for preparing food for one or several travelers. Availability: Common
Heavy Cloak — 1 Silver
A substantial cloak providing protection from ordinary wind, rain, and cold. It is clothing rather than armor unless specifically constructed as protective equipment. Availability: Common
🧰 Professional & Specialized Equipment
Lockpicks — 1 Gold
A collection of fine tools used to manipulate mechanical locks. Possession may attract suspicion in places where authorities associate such tools primarily with thieves. Availability: Uncommon
Thievery Tools — 2 Gold
A compact collection of lockpicks, probes, wire, small cutting tools, wedges, and other equipment useful for bypassing ordinary physical security. The tools permit appropriate attempts; they do not replace the character’s Skills. Availability: Uncommon
Climbing Tools — 1 Gold
A collection of rope fittings, spikes, hooks, straps, and similar equipment suitable for difficult climbing. Appropriate equipment can make a climb possible or reduce difficulty when circumstances justify it. Availability: Uncommon
Disguise Kit — 1 Gold
Cosmetics, pigments, hair pieces, adhesives, simple costume elements, and related materials used to alter a person’s apparent identity or appearance. Availability: Uncommon
Hunting & Trapping Supplies — 1 Gold
A collection of snares, cord, hooks, field-dressing equipment, bait containers, and other ordinary supplies useful to a practiced hunter or trapper. Availability: Common
Field-Dressing & Skinning Tools — 5 Silver
Knives, hooks, sharpening tools, and related equipment for butchering game, removing hides, preparing carcasses, and collecting useful animal materials. Availability: Common
Animal-Handling Supplies — 5 Silver
Leads, brushes, feed containers, simple restraints, grooming implements, and other ordinary equipment used to care for and manage domesticated animals. Availability: Common
Healer’s Bag — 2 Gold
A portable collection of bandages, clean cloth, needles, thread, basic wound-cleaning materials, medicinal preparations, and simple medical implements. A Healer’s Bag provides the ordinary equipment expected when performing medical treatment but does not replace Medicine Skill or the Healing Scene rules. Availability: Uncommon
Bandages & Clean Cloth — 5 Copper
A useful supply of clean cloth and bandaging material suitable for dressing wounds and providing basic medical care.
Mortar & Pestle — 5 Silver
A durable bowl and grinding implement used to crush herbs, medicines, pigments, spices, alchemical ingredients, and similar materials. Availability: Common
Medicinal Herbs — 5 Silver per useful supply
Prepared or freshly gathered herbs with recognized medicinal uses. Specific medicines and treatments may require particular ingredients and substantially different prices. Availability: Uncommon
Surgical Tools — 3 Gold
A specialist collection of knives, probes, forceps, needles, and other instruments intended for invasive medical treatment. Possessing the instruments does not grant the knowledge required to use them safely. Availability: Rare
Alchemical Glassware — 3 Gold
A collection of vessels, tubes, flasks, measuring implements, and other fragile specialist equipment suitable for alchemical work. Availability: Rare
Balance & Weights — 1 Gold
A small precision balance with standardized weights, useful for measuring medicines, precious materials, alchemical ingredients, coins, and other small quantities. Availability: Uncommon
Writing Materials — 5 Silver
A practical supply of ink, quills, parchment or paper, and related writing equipment. Availability: Common
Journal — 5 Silver
A bound collection of writing surfaces suitable for notes, observations, maps, magical research, monster lore, religious study, or personal records. Availability: Uncommon
Spellbook — 2 Gold for a blank serviceable volume
A durable book suitable for recording magical knowledge. The purchase price represents the physical book only; spells, magical research, secret teachings, and existing magical writings possess whatever value their circumstances justify. Availability: Rare
Magical Component Containers — 5 Silver
Small pouches, bottles, boxes, tubes, wrappings, and other containers suitable for organizing fragile, unusual, or valuable magical materials. Availability: Uncommon
Ritual Implements — 1 Gold (ordinary set)
Candles, bowls, cords, knives, censers, symbols, measuring devices, or other objects appropriate to a magical or spiritual tradition. Elaborate, sacred, rare, or magically significant implements may be vastly more expensive. Availability: Uncommon
Prayer or Meditation Beads — 5 Copper
A strand of beads or similar objects used to assist prayer, meditation, recitation, counting, or spiritual discipline. Fine materials and religious craftsmanship may greatly increase the price. Availability: Common where culturally appropriate
Religious Symbol — 5 Copper
A simple physical representation of a religion, deity, covenant, holy order, spiritual teaching, or other sacred tradition. Precious metals, gemstones, relics, or exceptional craftsmanship increase the price accordingly. Availability: Common where culturally appropriate
Religious Text — 1 Gold
A handwritten or otherwise laboriously produced copy of important religious teachings. Rarity, illumination, language, age, provenance, and religious significance may increase its value dramatically. Availability: Uncommon
Musical Instrument — 1–5 Gold
A serviceable professional instrument appropriate to the character’s culture, such as a lute, harp, flute, drum, fiddle, or comparable instrument. Price varies substantially with construction and craftsmanship. Availability: Uncommon
Instrument-Maintenance Supplies — 5 Silver
Strings, resin, reeds, cloth, oil, tuning implements, replacement fittings, or similar supplies appropriate to maintaining a particular musical instrument. Availability: Uncommon
🍲 Food, Lodging & Ordinary Services
These prices provide economic benchmarks rather than an exhaustive medieval economy.
Simple Meal — 1 Copper
Bread, porridge, stew, vegetables, or another inexpensive ordinary meal. Availability: Common
Good Meal — 2 Copper
A more substantial meal containing better ingredients, meat where culturally and economically appropriate, and greater variety. Availability: Common
Provisions, 1 Day — 2 Copper
Basic preserved food sufficient for one ordinary traveler for approximately one day. Availability: Common
Common Lodging, 1 Night — 2 Copper
A shared room, common sleeping area, inexpensive inn bed, or comparable basic accommodation. Availability: Common
Private Room, 1 Night — 4 Copper
A modest private room providing substantially greater privacy and security than common lodging. Availability: Common where inns exist
Stable & Feed, 1 Night — 2 Copper per ordinary riding animal
Basic shelter, feed, and water for an ordinary horse, mule, donkey, or similar animal. Availability: Common where stables exist
Ordinary Labor — 3–5 Copper per day
This establishes a rough benchmark for uncomplicated manual labor. Skilled craftsmen, dangerous work, specialists, professionals, and people supplying their own expensive tools command substantially greater payment. Availability: Common
🐎 Animals & Travel
Riding Horse — 5–10 Gold
A healthy horse trained for ordinary riding and travel. Exceptional breeding, specialized training, war training, unusual size, or rarity can increase the price enormously. Availability: Uncommon
Pack Animal — 2–5 Gold
A donkey, mule, pony, or similar animal suitable for carrying equipment and supplies. Exact price depends upon species, health, training, and local availability. Availability: Uncommon
Saddle & Tack — 2 Gold
The basic saddle, bridle, straps, and related equipment required to ride and control an appropriate mount. Availability: Uncommon
🔨 Creating Unlisted Equipment
The Game Master will inevitably encounter objects that do not appear in this appendix. This is expected. Do not attempt to construct a complete economic simulation every time somebody asks to buy an unfamiliar object. Find the closest existing benchmark and reason outward from it.
Unlisted Weapons
Compare the new weapon with an existing weapon according to its expected injury, lethality, Damage Type, size, reach, required hands, and method of use. A culturally distinctive sword does not need unique statistics merely because it has a different name. Conversely, an enormous two-handed chopping blade should not use ordinary knife statistics simply because both possess cutting edges. Change only what actually matters.
Unlisted Armor
Determine exactly which Hit Locations the object physically covers. Compare its construction with the Armor Rating Standard. Assign protection separately according to Damage Type. A new armor item should never protect a Hit Location merely because similar equipment sometimes does. Describe the particular object being worn.
Unlisted Ordinary Goods
Compare the item with listed goods requiring similar materials, craftsmanship, labor, and scarcity. A simple wooden household object should generally cost Copper. A good specialist tool may cost Silver. An object requiring large quantities of quality metal and skilled labor may cost Gold. These are guidelines rather than currency laws. Local circumstances always matter.
Improvised Equipment
Characters frequently use objects for purposes they were never designed to perform. A chair can become a weapon. A cloak can become an improvised rope. A cooking pot can catch dripping water. A sword can pry something open, although doing so may damage the sword. Do not require an official equipment entry before allowing a reasonable idea. Determine whether the proposed use is physically plausible. If success is uncertain and consequential, require the appropriate Test. If the object is poorly suited to the task, increase the Target Number, apply Disadvantage, risk damaging the equipment, or impose another consequence appropriate to the actual situation.
Exceptional Quality
The prices in this appendix describe ordinary serviceable equipment. Superior craftsmanship does not automatically grant a numerical bonus. A beautifully balanced sword may be more durable, easier to maintain, prestigious, valuable, or simply pleasurable to own without granting +1 to attacks. When exceptional craftsmanship genuinely changes what an item can physically accomplish, the Game Master may modify its statistics. Such improvements should be specific and justified rather than generic bonuses applied merely because an item is expensive.
⚖The Marketplace

This appendix is sufficient to equip beginning characters, run the characters and NPCs contained in this book, establish ordinary prices, and create reasonable equipment during play. Game Masters and players who want a substantially larger selection of weapons, armor, clothing, tools, animals, vehicles, services, trade goods, specialist equipment, regional merchandise, and economic detail should use The Marketplace: The Fantasy Adventurer’s Guide to Equipment & Commerce. Appendix E establishes the standard. The Marketplace expands it.
