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.

Common Values
Average day's wage2c
Gold or silver/oz50c
Platinum coin (1/10 oz.)100c
Platinum/oz1,000c
Mythril/oz5,000c
  • 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

One-Handed Weapons
NameDamageRangeWeak AgainstStrong AgainstSpecialPrice
Unarmed0/1*1All Armor Light-
Shield11Gambeson, Hardened, Chain  5c
Club21Gambeson, Hardened, Chain Light1c
Knife21Hardened, Chain, PlateUnarmoredLight, Close Combat2c
Whip22All ArmorUnarmoredSemi-Light, Precise2c
Hand Axe31Plate Light2c
Stiletto31 ChainLight, Backstabber3c
Gladius41 UnarmoredLight3c
Shortspear51  Light2c
Flail51 PlateCharge5c
Morningstar51 PlateArmor Piercing3c
Spear61   3c
Rapier71All ArmorUnarmoredSemi-Light20c
Broadsword71PlateUnarmored 15c
Lance101  Charge, Cavalry5c

*The base damage of unarmed strikes is increased by 1 when wearing metal gauntlets, brass knuckles, or similar implements.

Two-Handed Weapons
NameDamageRangeWeak AgainstStrong AgainstSpecialPrice
Staff41Gambeson, Hardened Polearm2c
Rope Dart23All ArmorUnarmoredPrecise3c
Meteor Hammer43Gambeson, Hardened  5c
Spear71  Polearm3c
War Hammer71 Hardened, Chain, PlateArmor Piercing5c
Pike72 ChainPolearm5c
Bardiche81 Chain, PlatePolearm5c
Halberd82  Polearm5c
Glaive92PlateUnarmoredPolearm5c
Maul101Gambeson, HardenedPlate 3c
Greatsword121   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

Projectile Weapons
NameDamageStrong AgainstAccurate RangeMax RangeAmmunitionSpecialPrice
Sling8 25120Stones, Bullets, or GrenadesOne-Handed-*
Shortbow8Chain3090Arrow 5c
Handgun9 1050BulletOne-Handed, Load75c
Longbow10Chain50200ArrowLarge, Armor Piercing15c
Reflex Bow10Chain50180ArrowArmor Piercing50c
Crossbow11Chain50200BoltLarge, Load10c
Musket12 30100BulletLarge, Load125c

*A sling's cost is negligible.

Projectiles
NameQuantityWeightPrice
Arrows201 lb.10c
Bolts151 lb.10c
Bullets*101 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

Thrown Weapons
Name(s)DamageStrong AgainstAccurate Range*Special
Small Rock, Grenade, Smoke Bomb, Etc.0 6 
Shield, Stiletto, Flail, Rope Dart, Staff, Projectile Weapons1 4 
Gladius, Rapier, Lance2 4 
Club, Knife, Hand Axe2Unarmored8Armor Piercing
Shortspear, Broadsword3 6 
Pike, Bardiche, Glaive3 4Bulky
Morningstar, Meteor Hammer4 6Bulky
War Hammer, Maul, Greatsword5 4Bulky
Spear5 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

Armor
NameDefenseTypeWeightTime to EquipSpecialPrice
Shield1* 5 lb.2 APShield5c
Tower Shield2* 15 lb.3 APShield, Restricting10c
Gambeson1Gambeson5 lb.30 secondsDisguised10c
Leathers2Hardened15 lb. 1 minute35c
Hauberk3Chain20 lb.1 minuteNoisy45c
Cuirass3Plate25 lb.1 minuteNoisy40c
Chain Mail4Chain 3 minutesNoisy, Heavy80c
Plate Mail4Plate 5 minutesNoisy, Heavy90c

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

Combat Equipment
NameFunctionPrice
CaltropsUse 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 BombReleases 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
GrenadePriming 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 FlaskWhen 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
AtlatlThis notched stick acts like an extension to the user's throwing arm, doubling the accurate and maximum range of thrown spears.1c
PaviseThis 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
MantletThis 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
Adventuring Equipment
NameFunctionWeightPrice
BedrollPadded mat wrapped in a water resistant blanket, usually strapped to the top of a backpack.10 lb.3c
Dry RationsDried meat or bean paste with a stale grain and vegetable wafer. Tastes similar to dirt. Sufficient nutrition for 1 day.2 lb..5c
FirestarterSpend a full turn to light a small fire. Requires a Precision/Survival roll of 2 to use.<1 lb.1c
Grappling HookCan 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
LanternThe 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 OilFuels a lantern for up to 16 hours.1 lb.2c
Lockpicking KitIncludes 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 GlassLowers the difficulty of checks to see details of close-up objects by 1.<1 lb.3c
Maintenance KitIncludes 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
MattockMultipurpose trench digging tool that can cut wood or stone in a pinch.5 lb.2c
Medical KitContains bandages, soap, distilled spirits, scalpels, and a tourniquet.5 lb.5c
Mess KitA bowl, cup, small tin pot, and cutlery set that securely stack together.4 lb.2c
Rope CoilCoil of hempen rope 20 meters long. Supports up to 800 pounds.3 lb.1c
SpyglassLowers the difficulty of Vision skill rolls to see faraway objects by 1.2 lb.10c
TentSmall canvas tent that sleeps one comfortably or two cramped.20 lb.10c
Water FilterTube 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
WaterskinHolds 4 liters of water - about a day's supply. Weight given is for a filled waterskin.10 lb.1c
    
Simple metal itemAny 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 itemAny 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 itemAny 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 instrumentExamples 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
Gear Kits
NameIncludesPrice
Military GearFirestarter, mess kit, maintenance kit, medical kit, waterskin x3, mattock, and a bedroll.25c
Exploring GearFirestarter, torch x2, mess kit, waterskin x2, water filter, medical kit, spyglass, rope coil, compass, a local map, winter clothes, and a bedroll.70c
Scholarly GearFirestarter, lantern, mess kit, waterskin x2, empty journal, pen and ink, magnifying glass, glass bottle x3, and a tent.30c
Bandit GearFirestarter, 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.