Equipment
This section provides information on much of the standard equipment that player characters may buy, including statistics for weapons and armor.
Some item names are underlined. You may hover your mouse over these words to see a description of the item.
Money and Economy
The standard forms of currency across the world are copper and platinum, generally stamped into square or rounded coins. Though gold and silver have historically been used as currency, they have fallen out of favor in recent decades due to how easily they can be imbued with harmful enchantments. When they are used as currency, gold and silver tend to hold approximately the same value.
Below is a table giving the value of common materials and items in copper coins, sometimes called copper marks, denoted as c. A copper coin is 1/5 ounce of pure copper. There are fractional coins, sometimes called half-pennies or splinters, that are generally made of iron or bronze. These are rarely used by adventurers.
Average day's wage | 2c |
Gold or silver/oz | 50c |
Platinum coin (1/10 oz.) | 100c |
Platinum/oz | 1,000c |
Mythril/oz | 5,000c |
- As a very rough rule of thumb, 1c in Lydera has about the value of ~$20 in the real world. Pre-industrial production methods and differing labor standards make this very approximate, but it should be sufficient for Game Masters who need to appraise the value of things on the fly.
Lists of Equipment
Melee Weapons
Name | Damage | Range | Weak Against | Strong Against | Special | Price |
---|---|---|---|---|---|---|
Unarmed | 0/1* | 1 | All Armor | Light | - | |
Shield | 1 | 1 | Gambeson, Hardened, Chain | 5c | ||
Club | 2 | 1 | Gambeson, Hardened, Chain | Light | 1c | |
Knife | 2 | 1 | Hardened, Chain, Plate | Unarmored | Light, Close Combat | 2c |
Whip | 2 | 2 | All Armor | Unarmored | Semi-Light, Precise | 2c |
Hand Axe | 3 | 1 | Plate | Light | 2c | |
Stiletto | 3 | 1 | Chain | Light, Backstabber | 3c | |
Gladius | 4 | 1 | Unarmored | Light | 3c | |
Shortspear | 5 | 1 | Light | 2c | ||
Flail | 5 | 1 | Plate | Charge | 5c | |
Morningstar | 5 | 1 | Plate | Armor Piercing | 3c | |
Spear | 6 | 1 | 3c | |||
Rapier | 7 | 1 | All Armor | Unarmored | Semi-Light | 20c |
Broadsword | 7 | 1 | Plate | Unarmored | 15c | |
Lance | 10 | 1 | Charge, Cavalry | 5c |
*The base damage of unarmed strikes is increased by 1 when wearing metal gauntlets, brass knuckles, or similar implements.
Name | Damage | Range | Weak Against | Strong Against | Special | Price |
---|---|---|---|---|---|---|
Staff | 4 | 1 | Gambeson, Hardened | Polearm | 2c | |
Rope Dart | 2 | 3 | All Armor | Unarmored | Precise | 3c |
Meteor Hammer | 4 | 3 | Gambeson, Hardened | 5c | ||
Spear | 7 | 1 | Polearm | 3c | ||
War Hammer | 7 | 1 | Hardened, Chain, Plate | Armor Piercing | 5c | |
Pike | 7 | 2 | Chain | Polearm | 5c | |
Bardiche | 8 | 1 | Chain, Plate | Polearm | 5c | |
Halberd | 8 | 2 | Polearm | 5c | ||
Glaive | 9 | 2 | Plate | Unarmored | Polearm | 5c |
Maul | 10 | 1 | Gambeson, Hardened | Plate | 3c | |
Greatsword | 12 | 1 | 25c |
Light
- The weapon can be used for the Quick Attack maneuver with reduced penalty, enabling increased mobility or better dual wielding. Semi-light weapons are not considered light if they are wielded alongside a non-light weapon or another weapon of the same type.
Close Combat
- The weapon may be used to deal damage while grappling.
Precise
- The weapon deals damage with Precision instead of Athletics.
Backstabber
- This weapon is keenly designed to strike the vital points of living creatures. Attack and damage rolls for Sneak Attack and Coup de Grace attempts have their difficulty lowered by 1, and the damage value of the weapon is doubled for such attacks.
Armor Piercing
- The weapon is extra effective against armor, applying its bonus against armor to damage rolls as well.
Charge
- The weapon can be used to perform the Charge maneuver while mounted.
Cavalry
- All attacks made with this weapon have the difficulty of attack rolls increased by 1, except for the Charge maneuver. If used while unmounted, the base damage of the weapon is reduced by half.
Polearm
- The weapon increases your Front Defense by 1. This bonus does not apply to your Projectile Defense.
Projectile Weapons
Name | Damage | Strong Against | Accurate Range | Max Range | Ammunition | Special | Price |
---|---|---|---|---|---|---|---|
Sling | 8 | 25 | 120 | Stones, Bullets, or Grenades | One-Handed | -* | |
Shortbow | 8 | Chain | 30 | 90 | Arrow | 5c | |
Handgun | 9 | 10 | 50 | Bullet | One-Handed, Load | 75c | |
Longbow | 10 | Chain | 50 | 200 | Arrow | Large, Armor Piercing | 15c |
Reflex Bow | 10 | Chain | 50 | 180 | Arrow | Armor Piercing | 50c |
Crossbow | 11 | Chain | 50 | 200 | Bolt | Large, Load | 10c |
Musket | 12 | 30 | 100 | Bullet | Large, Load | 125c |
*A sling's cost is negligible.
Name | Quantity | Weight | Price |
---|---|---|---|
Arrows | 20 | 1 lb. | 10c |
Bolts | 15 | 1 lb. | 10c |
Bullets* | 10 | 1 lb. | 10c |
*Bullets are wrapped in paper and include a pre-measured amount of black powder, incurring the drawbacks of black powder on weapons that use them.
One-Handed
- The weapon can be used with one hand if it has already been loaded. In the case of the sling, you must take one action to load the weapon before attacking if used with one hand.
Load
- The weapon requires two actions to load before it can be fired. These actions do not need to be on the same turn, but they do need to be consecutive. Meaning, the last action of your current turn and the first action of your next turn could be used to load the weapon.
Large
- The weapon cannot be used on horseback or when the wielder does not have steady footing.
Armor Piercing
- The weapon is extra effective against armor, applying its bonus against armor to damage rolls as well.
Throwing Weapons
Name(s) | Damage | Strong Against | Accurate Range* | Special |
---|---|---|---|---|
Small Rock, Grenade, Smoke Bomb, Etc. | 0 | 6 | ||
Shield, Stiletto, Flail, Rope Dart, Staff, Projectile Weapons | 1 | 4 | ||
Gladius, Rapier, Lance | 2 | 4 | ||
Club, Knife, Hand Axe | 2 | Unarmored | 8 | Armor Piercing |
Shortspear, Broadsword | 3 | 6 | ||
Pike, Bardiche, Glaive | 3 | 4 | Bulky | |
Morningstar, Meteor Hammer | 4 | 6 | Bulky | |
War Hammer, Maul, Greatsword | 5 | 4 | Bulky | |
Spear | 5 | 10 |
* To determine maximum range, add your athletics score to the accurate range.
Armor Piercing
- The weapon is extra effective against armor, applying its bonus against armor to damage rolls as well.
Bulky
- The weapon is very large and awkward to throw, meaning that it uses Athletics instead of Precision to hit.
Armors
Name | Defense | Type | Weight | Time to Equip | Special | Price |
---|---|---|---|---|---|---|
Shield | 1* | 5 lb. | 2 AP | Shield | 5c | |
Tower Shield | 2* | 15 lb. | 3 AP | Shield, Restricting | 10c | |
Gambeson | 1 | Gambeson | 5 lb. | 30 seconds | Disguised | 10c |
Leathers | 2 | Hardened | 15 lb. | 1 minute | 35c | |
Hauberk | 3 | Chain | 20 lb. | 1 minute | Noisy | 45c |
Cuirass | 3 | Plate | 25 lb. | 1 minute | Noisy | 40c |
Chain Mail | 4 | Chain | 3 minutes | Noisy, Heavy | 80c | |
Plate Mail | 4 | Plate | 5 minutes | Noisy, Heavy | 90c |
Shield
- Shields grant a Shield Bonus. Shields only increase the wearer's Front Defense. An arm with a shield equipped cannot be used to wield a weapon or hold an item. Wearing two shields at once applies the Restricting penalty (see below).
Restricting
- Shields with this property increase the difficulty of all attacks and all soul magic rolls made by the wielder by 1. This stacks with itself and with the penalty for wearing two shields; for example, wearing two tower shields would increase roll difficulties by 3.
Disguised
- This armor can be completely disguised by regular clothing and draws no suspicion when worn.
Noisy
- The armor rattles during movement, increasing the difficulty of skill rolls made to keep silent by 1. The weight of the armor also increases the difficulty of skill rolls made to swim by 1.
Heavy
- The armor is especially tiring to wear for long periods of time. The difficulty of exhaustion rolls increases by 1 and the wearer cannot swim. Additionally, the dice pools for all Soulpower rolls made by the wearer are decreased by 1 while the armor is worn due to how it restricts the soul's movement.
About the Names of Things
These specific armor varieties are not exhaustive. People use many styles of armor, after all. Consider the armors above to be broad categories; banded mail would be the same as plate mail, a coat of plates would be the same as a cuirass, a linothorax would be the same as leathers, and animal pelts would be the same as gambeson.
This advice also applies to weapons to a lesser extent. The stats for a broadsword can be used for a saber, the stats for a bardiche can be used for a Dane axe, and the various pole arms can be substituted in any number of ways. Partisans, basilards, billhooks, katanas, poleaxes, naginatas and more are all possible just by renaming existing items.
Other Equipment
Name | Function | Price |
---|---|---|
Caltrops | Use an action to spread this bag of spikes over a single adjacent space. Walking into that space or performing an action in that space deals 1 damage, 2 if the target does not wear shoes. Can be avoided with a Precision/Stealth roll, difficulty 5, of 2 or higher. Using the slow move action allows a creature to move through the spikes with no risk. The spikes can be recovered after use. | 10c |
Smoke Bomb | Releases a smoke cloud on impact when thrown with force. Smoke cannot be seen through and covers all adjacent spaces. Disperses in 3 rounds or from a heavy wind. | 5c |
Grenade | Priming a grenade requires one action, after which it explodes violently on impact. Deals damage to everything within a radius of 2 meters. Roll a dice pool of 5 with difficulty 4 to determine damage. Recount the roll at difficulty 5 for targets that are halfway behind a solid obstacle. | 10c |
Slick-Oil Flask | When this delicate bottle is thrown at the ground it bursts to fill a single space. Walking into that space or performing an action in that space causes the opponent to slip and be knocked over, interrupting the action. Can be resisted with a precision/balance roll, difficulty 5, of 2 or higher. Using the slow move action decreases the difficulty of the roll by 1. If the oil is exposed to fire, it retains the above properties and combusts for 2 rounds before burning away. Any target that ends its turn in the flaming oil takes 2 damage. | 5c |
Atlatl | This notched stick acts like an extension to the user's throwing arm, doubling the accurate and maximum range of thrown spears. | 1c |
Pavise | This shield is too bulky to be used in combat, but it has a large spike that can be driven into the ground. It can be planted into a space for 3 action points and provides a shield bonus to anyone standing in its space. The pavise has its own front arc that is used to determine the shield bonus. | 15c |
Mantlet | This wall-on-wheels is 1.5 meters tall, 4 meters wide, and can be rolled forwards along flat ground with a speed of 1. It acts like a pavise, but occupies two adjacent spaces and increases defense along its front arc by 2. It also blocks movement. | 20c |
Name | Function | Weight | Price |
---|---|---|---|
Bedroll | Padded mat wrapped in a water resistant blanket, usually strapped to the top of a backpack. | 10 lb. | 3c |
Dry Rations | Dried meat or bean paste with a stale grain and vegetable wafer. Tastes similar to dirt. Sufficient nutrition for 1 day. | 2 lb. | .5c |
Firestarter | Spend a full turn to light a small fire. Requires a Precision/Survival roll of 2 to use. | <1 lb. | 1c |
Grappling Hook | Can be thrown accurately a number of meters above your head equal to your athletics score. Holds up to 300 pounds with a solid hold. | 5 lb. | 2c |
Lantern | The lantern has a set of shutters that may be closed to shine light in only one direction. Lanterns will not be put out by typical wind or rain, and magical attempts to snuff out the flame are more difficult. Comes pre-filled with oil. | 3 lb. | 5c |
Lantern Oil | Fuels a lantern for up to 16 hours. | 1 lb. | 2c |
Lockpicking Kit | Includes a dozen common lock picks as well as a small rubber mallet, a thin metal card, and a vial of lubricating oil. The oil can be used up to 3 times to decrease the difficulty of a lockpicking attempt by 1. | 3 lb. | 10c |
Magnifying Glass | Lowers the difficulty of checks to see details of close-up objects by 1. | <1 lb. | 3c |
Maintenance Kit | Includes a set of whetstones, metal polishing oil, leather polish, a cleaning rag, a small hammer for fixing dents, and pliers for closing chain links. | 10 lb. | 5c |
Mattock | Multipurpose trench digging tool that can cut wood or stone in a pinch. | 5 lb. | 2c |
Medical Kit | Contains bandages, soap, distilled spirits, scalpels, and a tourniquet. | 5 lb. | 5c |
Mess Kit | A bowl, cup, small tin pot, and cutlery set that securely stack together. | 4 lb. | 2c |
Rope Coil | Coil of hempen rope 20 meters long. Supports up to 800 pounds. | 3 lb. | 1c |
Spyglass | Lowers the difficulty of Vision skill rolls to see faraway objects by 1. | 2 lb. | 10c |
Tent | Small canvas tent that sleeps one comfortably or two cramped. | 20 lb. | 10c |
Water Filter | Tube shaped device designed to clean dirty water. Takes one hour to fully clean a liter of dirty or stagnant water. Filters out most intentionally placed poisons, as well. | 5 lb. | 30c |
Waterskin | Holds 4 liters of water - about a day's supply. Weight given is for a filled waterskin. | 10 lb. | 1c |
Simple metal item | Any functional piece of common iron, pewter, or bronze. May include other simple elements such as a wooden haft or cloth wrapping. Examples include brass knuckles, carpentry hammers, cooking pans, climbing pitons, and cheap jewelry. | <2 lb. | 2c |
Fine metal item | Any well decorated and polished metal object, such as jewelry or an engraved tool. Many are purely ornamental and some may include gems. Simple clockwork falls under this category. | <2 lb. | 20c |
Common item | Any simply made item that can be easily found in any town and is made of common material like cloth, leather, or wood. Examples include paper, writing tools, small bottles, wooden whistles, light clothing, beads, spools of thread, and similar household objects. The cost of these items may be waived at the Game Master's discretion. | ~1 lb. | 1c |
Basic instrument | Examples include woodwinds, drums, chimes, and simple strings like the lyre or lute. Larger or more complex instruments like cellos and harps may cost up to twice this amount, and stationary instruments like pianos cost even more. | 2-6 lb. | 15c |
Name | Includes | Price |
---|---|---|
Military Gear | Firestarter, mess kit, maintenance kit, medical kit, waterskin x3, mattock, and a bedroll. | 25c |
Exploring Gear | Firestarter, torch x2, mess kit, waterskin x2, water filter, medical kit, spyglass, rope coil, compass, a local map, winter clothes, and a bedroll. | 70c |
Scholarly Gear | Firestarter, lantern, mess kit, waterskin x2, empty journal, pen and ink, magnifying glass, glass bottle x3, and a tent. | 30c |
Bandit Gear | Firestarter, lantern, mess kit, waterskin, lockpicking kit, pen and ink, wax candle x3, rope coil, grappling hook, and a bedroll. | 25c |
All kits come with a sturdy belt and backpack that can hold all items included.