Character guide to Adventuring

This page describes how and where you adventure: The Land, Weapons, Armour and Miscellaneous.

The land

The land itself is not ruled by one individual monarch or leader, but is very much a land of Barons and Chieftains who oversee their people. For more details on specific areas or regions, please consult the map of the Known Lands. A character should at least have a good idea of their background and where they came from, etc.

Weapons

All weapons (including 2-handed weapons) do one hit of damage unless otherwise stated (so there is no need to shout single!). Starting characters start of with 1 free weapon only; with further weapons being purchased with the characters own 12 marks of starting money.

Armour Cost (in marks)

Armour Type Armour Class Cost per location Cost full suit Cost repair per hit
Padded/soft leather or furs 1 2 10 1
Studded/Thick/Boiled leather 2 5 25 2
Chain/Ring/Scale mail 3 15 80 4
Plate 4 20 110 5
Large Shield n/a n/a 8 n/a
Small Shield n/a n/a 4 n/a

Armour

Any armour worn reduces the damage to the character when struck. Armour class represents how many times the armour can be hit before it becomes useless and unable to block damage. For instance, chain mail is AC3 and can be struck by 3 normal blows before becoming useless. Further hits will then pass through to the location.

When a new character is first recorded ('Battle Boarded'), the armour worn will be marked down on your character sheet; leather as AC1, hard/studded leather as AC2, scale mail as AC3 and Plate mail as AC4. Thereafter new armour or repairs to your characters armour must be paid / bartered for.

If struck with a 'Double' or higher blow, 1 point of damage will go through to that location regardless of any armour worn: the rest being taken by the armour.

Although there are no head hits, wearing a thick cloth / leather hat or helmet will grant a bonus of +1 armour class on their head, chest and back location. For the purpose of armour class, the back is considered a separate location.

No armour can be 'stacked', i.e. chain under plate, etc. 'Real' armour will gain the full benefit of the armour class, whereas 'fake' armour will usually carry a penalty of being an armour class below that of its design, i.e. thin tin plate mail will be Armour Class (A.C.) 3 instead of 4, etc.

If the armour reaches zero on any location the armour is still repairable. However, if another hit is taken on that location, that armour is totally destroyed and unable to be repaired.

Weapon Cost (in marks)

Weapon Type Cost Weapon Type Cost Weapon Type Cost
Arrows (12) 2 Mace 6 Axe (Battle) 6
Mace (great) 12 Axe (great) 15 Scimitar 10
Longbow 6 Sling 1 Crossbow 10
Spear 5 Crossbow (hand) 7 Staff N/A
Crossbow bolts (12) 2 Throwing Stars 3 Sword, Bastard 12
Crossbow Bolts, Hand (12) 1 Dagger 4 Sword, Long 9
Dagger, Throwing 3 Hammer 5 Sword, Great 16
Halberd 11 Trident 9 Sword, Short 5

Note: The costs shown are not set prices and may vary from town to town, depending on the availability.

Miscellaneous

Creatures (or characters) with any form of power sight will 'see through' any enchantment/rite that would deceive the senses, i.e. Displacement, Night Veil, etc. It will not 'see through' effects that physically change or distort, i.e. Alter Appearance, etc.

When 'Soul Walking' or other similar effect, the character may only see objects that possess power (living things). This means they are able to discern where these items are but not in relation to other 'unpowered' items. In adventure terms this means that the referee will, for instance, say there are two humanoid shapes about 25 feet away but not physically show them the area that these shapes are in. This is not to give them pre-knowledge of treasure, positioning of traps etc. that would ruin the surprise element.

In general the cost of enchantment scrolls are 6 marks for a 1st level, 40 marks for a 2nd level and 100 marks for a 3rd level. These are merely guide lines & only certain enchantments will be available from the referee at any one time (don't expect a free choice if you happen to have come into a large sum of money).

If a creature is composed of pure power (Wraiths, etc.) and you have the Strength ability of Unarmed Combat, you may cause 1 point of damage to the creature. However, when touching the creature you will take the full effects of any power drain / ability / damage that it would normally do. In other words, it is the ultimate pose but be prepared to fall over afterwards!