Weapons

When a weapon loses all its Health it is considered damaged, like a dagger that has lost its edge or a musket that gets jammed, and require to be compleately Repaired, while it is damaged it is basically a fancy rock, it looses all its effects, and its damage becomes 1.

d20WEAPONSHEALTHDMGEFFECTSCOST
1Dagger11d4You may Attack with it using Agility. Can be thrown (9m), when you do so you must use Agility for the Attack Roll.1 pt
2Walking Staff1, 1
1d41 pt
3Short Sword31d61 pt
4Long Sword31d8If you roll max damage, roll again2 pts
5Great Sword3, 11d10Uses 2 hands. Requires at least 6 points in Force. If you roll max damage, roll again.2 pts
6Wood Axe21d6Can be thrown (9m), when you do so you can use Agility for the Attack Roll, or Force as usual.2 pt
7Battle Axe5, 5, 3, 31d12Uses 2 hands. Require at least 12 points in Force.5 pts
8Pick Hammer2, 1
1d6If you deal 6 or more damage with this weapon, slow the target for 1 round.3 pts
9War Hammer3, 3, 3
1d10Uses 2 hands. Requires at least 6 points in Force. If you deal 10 or more damage with this weapon, stun the target for 2 rounds.5 pts
10Studded Mace3, 31d8If you deal 8 or more damage with this weapon, stun the target for 1 round.5 pts
11Spiked Flail2, 21d6Double the damage dealt with it while mounted.3 pts
12Spear2, 2, 21d8Uses 2 hands. Ranged (3m), Can be thrown (18m), when you do so you can use Agility for the Attack Roll, or Force as usual.3 pts
13Halberd2, 21d10If you deal 10 or more damage with this weapon, slow the target for 2 rounds.4 pts
14Scimitar31d8Requires 6 points in Force and 6 points in Agility. If you deal 8 or more damage with this weapon, you can Attack again, a different target.5 pts
15Barbed Whip2, 11d6Causes Bleeding (if it inflicts a flesh wound, the target takes 1d4 damage for 2 rounds).5 pts
16Hidden Crossbow2, 1
1d61 action to reload. Concealed. Ranged (3m), Use Agility to Attack with it. You may add your Deception Modifier to the Attack Roll if an enemy has not yet noticed it.4 pt
17Long Bow3
1d8Uses 2 hands. Ranged (45m). Use Agility to Attack with it.4 pts
18Crossbow11d10Takes 1 action to reload. Ranged (24m). Use Agility to Attack with it.4 pts
19Musket3
1d12Heard for miles. Uses 2 hands. 1 action to reload. Ranged (90m). Use Agility to Attack with it.7 pts
20Flint Pistol3
1d101 action to reload. Concealed. Ranged (9m). Use Agility to Attack with it.7 pts

Armors

All characters have a base 6 AC, from not being made of paper. You cannot wear more than 1 armor per TYPE.

d20ARMORSTYPEACHEALTHADDITIONAL EFFECTSCOST
1CloakUpper+01Advantage on all Stealth checks. It is destroyed if it reaches 0 Health.1 pt
2Leather StridersLower+111 pt
3Iron HelmHelmet+11, 1
1 pt
4Leather VestUpper+23, 22 pt
5Iron GrevailsLower+22, 1
2 pt
6Chain MailUpper+33, 2Require at least 6 points in Force.
Noisy, Disadvantage on all Stealth checks.
3 pt
7Scale GreavesLower+33, 2, 1Require at least 6 points in Force. Complex, Disadvantage on Forging checks made on this gear (for making, upgrading, Repairing, …).5 pt
8Heavy HelmHelmet+33, 2Your vision is obstructed, Disadvantage on all Agility checks.3pt
9Chest PlateUpper+45, 3, 2Require at least 12 points in Force. You cannot swim, and have Disadvantage on all Stealth and Agility checks.5 pt
10Wood ShieldShield+133 pt
11Steel ShieldShield+23, 2Require at least 6 points in Force.5 pt
12Tower ShieldShield+35, 3Require at least 12 points in Force. Ignore all attack that deals exactly 1 damage. You cannot swim, and have Disadvantage on all Stealth and Agility checks.7 pt