Note: Everyone will start with a knife, but from there you have to choose between ONE melee OR ranged weapon.
Melee weapons | Note: For accuracy rolls, I'll always be using a 1d6. Each weapon's base accuracy = the number you'll need the die to land on for you to get a hit in. For example, with a knife's 80% base accuracy, you'll land a hit with anything but a 1. 60% base accuracy = 3-6 needed, and so on.
Knife: A simple knife for cutting and stabbing, wouldn't be out of place in a kitchen or a hunter's belt. Everyone gets one of these as an emergency weapon. Minimum of two attacks, 1d4 damage, needs a 2-6 to hit.
Shortsword: A thrusting shortsword, the exact same kind that was commonly used by Arionic legionaries when they walked on Khio Na. Minimum of two attacks, 1d6 damage, needs a 3-6 to hit, 1d8 chance to instantly penetrate armor & shields without a need for further rolls. All characters can choose to start with one of these.
Longsword: A work-hardened long-bladed sword meant for slashing, preferred by most Falinesti warriors of long days gone by and by the nobility of today. Minimum of three attacks, 1d6 damage, needs a 3-6 to hit. All characters can choose to start with one of these.
Two-handed sword: A heavy sword with an extremely long blade that requires both hands to wield, making it impossible for you to equip a shield. Minimum of one attack, 1d10 damage, 1d4 chance to instantly pierce armor & shields, needs a 4-6 to hit. Tyha/Nava/Otamanesti can choose to start with one of these.
Axe: A battle-axe, great for hacking. Minimum of one attack, 1d8 damage, 1d6 chance to instantly pierce armor & shields, needs a 3-6 to hit. Hala/Tyha/Biri/Geghanesti characters can choose to start with one of these.
Club: A heavy cudgel used to bash people's heads in or break their bones. Minimum of one attack, 1d6 damage, 1d4 chance to instantly pierce armor & shields, needs a 4-6 to hit. All characters can choose to start with one of these.
Hammer: A war-hammer meant to smash through the thickest armor and break anything underneath it. Minimum of one attack, 1d10 damage, 1d2 chance to instantly pierce armor & shields, needs a 5-6 to hit. Tyha/Borva/Hala/Udalanesti characters can choose to start with one of these.
Spear: A long thrusting weapon that gives you the advantage of greater reach. Minimum of one attack, 1d8 damage, needs a 3-6 to hit. Udala/Hala/Meva/Varanesti characters can choose to start with one of these.
Seal club: A multipurpose weapon that combines a sharp hook and a hammer end onto a heavy wooden shaft, originally meant to swiftly kill and drag away seals. All Borvanesti characters can start with one, as can Borvanesti-blooded Dagashnesti characters. Minimum of two attacks, 1d6 damage, needs a 4-6 to hit, 1d6 chance to instantly pierce armor & shields.
Lance: A long spear meant for cavalry use, but which can also be used on foot with some difficulty. All Fa-Tela/Gegha/Vara/Sazhanesti characters can start with one. Minimum of one attack, 1d6 damage, needs a 4-6 to hit when on foot; on horseback, you have a 1d4 chance of instantly killing anyone wearing any less than chainmail that you target with this thing. |
Ranged weapons | Note: For ranged weapons, I'll be using a 1d10 & dividing base accuracy into five range-based categories: 'Point-blank' (100% chance to hit), 'Short range' (80% chance to hit; you roll anything from 3-10 and you're good), 'Medium range' (50% chance to hit, you need to roll at least a 6), 'Long range' (30% chance to hit, you need to roll at least an 8) and 'Nigh impossible shots' (10% chance to hit, you need a perfect 10). Naturally, which category your attack falls into depends on how far your chosen target is from you; I'll inform you of that before you need to make your decision, of course.
Shortbow: A simple bow made of low quality materials, commonly used by peasants for hunting. 1d4 damage, cannot be used at Long or Nigh Impossible range. Anyone can start with this.
Composite bow: A laminated bow made of quality wood, horn and sinew, much more powerful than most self-bows. 1d6 damage, can be fired twice a turn. Only Sazha/Vara/Fa-Telanesti can start with one of these.
Longbow: A powerful bow made of a single tree (usually oak or yew). All Meva/Otama/Bechenesti characters can start with one of these. Can't be used on horseback. 1d8 damage. Only Meva/Otama/Beche/Desha-Forinesti can start with one of these.
Crossbow: A relatively new weapon introduced by Arion (and which the Dalanesti in particular took to like a fish to water), consisting of a bow-like assembly horizontally mounted on a hard wooden stock that fires heavy quarrels. 1d6 damage, has a 1d4 instantly pierce armor & shields without needing further rolls. Dalanesti characters can choose to start with one of these.
Javelins: Light throwing spears. 1d10 damage, cannot be used at Long or Nigh Impossible range. Biri/Gegha/Sazhanesti characters can start with one of these. |
Armor | How armor works is that each type has a certain amount of HP, and enemies will have to knock the armor's HP down to 0 first before they can get to your character's flesh (ie. actually start digging into your HP). If you've got a shield, the same rules apply to that, and they have to break through your shield first before they can start bashing away at your armor. Of course, some weapons have a chance of instantly penetrating your armor & shields, so yeah. Also, armor & shields will slow you down. If you value agility above protection, you can opt to start without any armor at all.
Leather armor: Simple armor made of boiled, hardened leather. 3 HP, -1 AGI.
Scale armor: A heavier set of armor consisting of many brass, bronze or iron scales attached to a cloth or leather backing in rows. 6 HP, -2 AGI.
Chainmail: The best armor available as of 4951 AU, consisting of many small iron rings linked together into a mesh. Can't be worn by archers. 10 HP, -3 AGI.
Helmet: Some kind of protective metal headgear. It could be any Dark Age helmet type you want - a spangenhelm, ridge helmet, even a simple mail coif. 1 HP, no AGI penalty, automatically given to you if you chose to wear scale or chain armor.
Shield: Some kind of shield, ranging from small round ones to large painted kite shields. 2 HP, -1 to AGI. |
Horses | Since we're in a siege you might think horses are useless unless you manage to open/bash down the city gates, but that ain't so: the enemy will frequently send out small raiding parties through postern gates in their walls to harass the Falinesti camp, and may also occasionally sally forth in force. That's when horses will be very useful, no matter whether you're using a ranged or melee weapon. Oh, and of course, they'll still be kinda useful in street-to-street fighting since a kick to the face from one of these things is nothing to laugh at. If you ever end up facing a mounted opponent, you can choose to kill their horse before its rider; killing somebody's horse out from underneath them will leave them stunned for the next round. Watch out, though - if your attack misses (with a 1d10 accuracy roll, like with ranged weapons), the horse will automatically gain a chance to attack again that turn. Of course, the same applies to you & your horse(s).
Draft horse: A heavyset horse that isn't particularly aggressive, originally meant to work the fields but brought this far both as pack animals & by peasant crusaders who can't afford anything better but still want to fight mounted. 4 HP, 1 attack/turn, 1d4 damage, 20% chance to dodge attacks.
Palfrey: A light warhorse that makes up for its lack of bulk with speed and agility. 5 HP, 2 attacks/turn, 1d4 damage, 50% chance to dodge attacks.
Rouncey: A medium-sized warhorse that's good at everything but doesn't excel at anything. 7 HP, 1 attack/turn, 1d6 damage, 40% chance to dodge attacks.
Destrier: A massive, ferocious warhorse trained to take hits and psychotically lash out at anything it deems to be a threat. 10 HP, 1 attack/turn, 1d10 damage, 20% chance to dodge attacks. Only the Fa-Tela/Gegha/Vara/Biri/Navanesti can start with one of these. |
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