Equipment Quality and Condition
All equipment is judged according to the skill of its creator. In this way, a sword can be a novice sword, an apprentice sword, etc. These terms are interchangeable with general quality indicators; Journeyman is Average, so Very Poor is Novice, Poor or Below Average is Apprentice, Good or Above Average is Master, and Superior is Grandmaster. In most cases, this affects Durability: each rank away from Journeyman either lowers or raises the Durability by 10% or 1, whichever is greater. For example, if a long sword has a base (Journeyman) Durability of 8, a similar, but Novice, sword will have a Durability of 6. This also tends to adjust the piece's value by the same percentage (i.e., 10 or 20%, plus or minus). There are other possibilities for differences in the quality of items, and crafters may intentionally seek to create these differences through the use of special materials or with techniques they learn through their skill. See also Crafting in Rhean for more information on how to make these items, and the differences in material.
Weapons
Each weapon has several numbers associated with it: Stamina, which is the cost in Stamina to use it; Strength, which is the minimum Strength required to use the weapon; Size; Parry Mod, which is the modifier applied to attempts to parry with that weapon; Durability; Reach; and Damage. Some notes may follow this. For purposes of Stamina cost, subtract your Strength modifier from the listed cost to determine the actual value when you are using that weapon. This cannot reduce the Stamina cost below one; however there is no limit as to how high the cost can become due to low Strength. If you are using the weapon in your off-hand, the Strength requirement is increased by one. For weapons which can be used either one or two handed, the Strength requirement is effectively one less for two-handed use. If you are using a weapon one size larger than you it will normally be a two-handed weapon. In the rare case where a two-handed weapon could be used one-handed, your Strength must be at least 2 higher than the requirement. You cannot effectively use weapons two sizes too large. Note that you can only use a weapon two-handed if it is allowable for that weapon or you are smaller than the weapon by size category. Weapons contribute to Encumberance based upon their size relative to the character's size. A character may carry up to 6 weapons smaller than he is, or 3 of the same size, or 1 larger (one size larger, that is). For mixed groups, a larger weapon is the same as 2 equal-sized weapons, and each equal sized weapon is equal to 2 smaller weapons. For example, a human (size M) could carry a Bipennis Axe and a long sword, or 2 long swords and 2 daggers. All of these numbers assume that the weapon is carried properly, i.e. either in hand or in a scabbard, etc. Each smaller weapon past this counts as 0.5 Encumberance, each equal weapon counts as 1 Encumberance, and each larger weapon counts as 2 Encumberance.
Weapons
Weapon | Type | Stamina | Strength | Size | Reach | Parry Mod | Durability | Damage |
Axe, Broad | Axe, Battle | 4 | 3 | M | 1 | -2 | Durability | 2d4 |
Axe, Bipennis | Axe, Great | 7 | 7 | L | 1 | -2 | Durability | 2d6 |
Axe, Hand | Axe, Hand | 2 | 2 | S | 0 | -3 | Durability | 1d6 |
Club, Small | Club, One Hand | 1 | 1 | S | 0 | -4 | Durability | 1d3 |
Dagger | Blade, Short | 1 | 1 | S | 0 | -4 | Durability | 1d4 |
Mace | Club, One Hand | 3 | 2 | M | 1 | -2 | Durability | 1d6 |
Maul | Club, 2 Hand | 5 | 6 | L | 1 | -2 | Durability | 1d10 |
Quarterstaff | Staff | 4 | 2 | L | 1 | 0 | Durability | 1d6 |
Sword, Broad | Blade, Heavy | 4 | 3 | M | 1 | -1 | Durability | 2d4 |
Sword, Long | Blade, Medium | 3 | 2 | M | 1 | 0 | Durability | 2d4 |
Sword, Rapier | Blade, Light | 2 | 2 | M | 1 | 0 | Durability | 1d6 |
Sword, Short | Blade, Short | 2 | 2 | S | 0 | -1 | Durability | 1d6 |
Sword, Two-Handed | Blade, Two-Handed | 5 | 6 | L | 2 | -2 | Durability | 2d6 |
Armor
Each armor is listed with a type, such as Light, Heavy, etc.
In the following table, Stamina refers to how tiring it is to wear the armor. The listed cost is per round of combat or other heavy exertion. It is also applied as a penalty to recovering Hits, Stability, Ka, or Stamina; each time one of these would recover points, the amount recovered is reduced by this cost, if the armor was worn for the majority of the time period. Strength is the minimum Strength required to wear the armor. Penalty is a modifier applied to the use of many skills that require coordination and ease of movement. Defense is added directly onto your passive defense if you possess Rank in the appropriate armor type skill. Dam.Red. is damage reduction, the amount the armor subtracts from all weapon attacks against you.
The skills that the Armor Penalty apply to include: Climb, Concentration, Evade, Legerdemain, Swim, Sneak. The penalty also applies to Perception checks, assuming the wearer is using their helm. Encumberance is a value based on armor type, with a few exceptions. The character's total encumberance is subtracted from their Movement value. Armor skills reduce the effective encumberance of armors. By type, armor encumbers as follows: Light=0, Medium=1, Heavy=2.
The concept of armor sets should be discussed here. It is assumed that characters will possess a full suit of armor, with all appropriate pieces, an appropriate helm, etc. If the character wishes or the situation requires it, characters may wear mismatched pieces.
Armor
Armor | Type | Stamina | Strength | Penalty | Durability | Defense | Dam.Red. | Notes |
Brigandine | Medium | 2 | 4 | -3 | Durability | 2 | 3 | Notes |
Chainmail | Medium | 2 | 4 | -3 | Durability | 3 | 3 | Notes |
Hide | Medium | 3 | 3 | -2 | Durability | 1 | 3 | Notes |
Leather, Soft | Light | 0 | 2 | -0 | Durability | 0 | 2 | Notes |
Leather, Cuir Bouli | Light | 1 | 3 | -1 | Durability | 1 | 2 | Notes |
Padded Cloth | Light | 0 | 1 | -0 | Durability | 0 | 1 | Notes |
Plate Mail (Combined Mail) | Heavy | 4 | 5 | -4 | Durability | 4 | 3 | Notes |
Herbal Compounds
See Alchemy and Herbalism.