Wyrmgear

wyrm

Core Book

Weapons

Unarmed/Fist
Skill: Unarmed
Damage: 1d6/2
Notes: Characters can make unarmed attacks using their fists. Unarmed attacks cause 1d6/2 damage (rounded down). The minimum damage caused is one hitpoint.

Axe
Skill: Axes
Damage: 1d6
Cost: 5

Bow
Skill: Bows
Damage: 1d6
Range: 80
Cost: 4
Notes: A bundle of 10 arrows costs 2 SP. A bow can be used from horseback.

Crossbow
Skill: Bows
Damage: 1d6+3
Range: 100
Cost: 8
Notes: It takes one round to reload the crossbow. A bundle of 10 bolts costs 2 SP. A bow can be used from horseback.

Dagger
Skill: Daggers/Thrown
Damage: 1d6-2
Range: 8
Cost: 2

Dragon pistol
Skill: Firearms
Damage: 1d6+4
Range: 20
Cost: 18
Notes: The dragon pistol is a one-handed firearm that was invented during the golden age of the Imperium. Reloading the pistol takes one round. 10 shots costs 4 SP.

Dragon rifle
Skill: Firearms
Damage: 2d6
Range: 40
Cost: 25
Notes: The dragon rifle is a two-handed firearm. It works similar to the dragon pistol but has a much longer range and causes more damage. Reloading the rifle takes one round. 10 shots costs 4 SP.

Halberd
Skill: Polearms
Damage: 1d6+3
Cost: 7
Notes: The halberd has a reach of 2 yards.

Longbow
Skill: Bows
Damage: 1d6+2
Range: 120
Cost: 8
Notes: A bundle of 10 arrows costs 2 SP. A long bow cannot be used from horseback.

Mace
Skill: Blunt
Damage: 1d6
Cost: 5

Spear
Skill: Polearms/Thrown
Damage: 1d6
Range: 20
Cost: 3

Staff
Skill: Blunt
Damage: 1d6
Cost: 2

Sword
Skill: Swords
Damage: 1d6
Cost: 5

Throwing star
Skill: Thrown
Damage: 1d6-1
Range: 15
Cost: 2

Two-handed weapon
Skill: (by weapon)
Damage: 2d6
Cost: 10
Notes: Swords, axes, maces and warhammers exist in larger, two-handed versions. The appropriate skill is used for each weapon.

Warhammer
Skill: Blunt
Damage: 1d6
Cost: 5

Armor

Clothes
Defense: 0
Armor Penalty: 0
Cost: 3

Padded cloth
Defense: 1
Armor Penalty: 0
Cost: 8

Leather armor
Defense: 2
Armor Penalty: 1
Cost: 15

Scale armor
Defense: 3
Armor Penalty: 2
Cost: 23
Notes: Scale armor consists of many small scales attached to a backing material of either leather or cloth.

Lamellar armor
Defense: 4
Armor Penalty: 3
Cost: 35
Notes: Lamellar armor was developed from scale armor, from which it differs by not needing a backing for the scales.

Chain mail
Defense: 5
Armor Penalty: 4
Cost: 70

Light plate armor
Defense: 6
Armor Penalty: 5
Cost: 90
Notes: Plate armor is made from large metal plates, that must be fitted to the wearer. Ill-fitted plate armor reduces all rolls by 2.

Heavy plate armor
Defense: 7
Armor Penalty: 5
Cost: 120
Notes: Plate armor is made from large metal plates, that must be fitted to the wearer. Ill-fitted plate armor reduces all rolls by 2.

Golem armor
Defense: 8
Armor Penalty: see description
Cost: N/A
Notes: Golem armor is a bulky armor created by the armor smiths of a bygone era. It not only is incredibly tough, but also grants a bonus of 1d6 to all weapon damage. Casting is impossible when using golem armor. There are rumors of special golem armors that not only allow spell casting but also are a magical implement in themselves. Golem armor is not available for sale.

Small shield
Defense: +1
Armor Penalty: +2
Cost: 5

Large shield
Defense: +2
Armor Penalty: +4
Cost: 12

Tower shield
Defense: +3
Armor Penalty: +6
Cost: 15

Equipment

Adventurer’s Kit
Cost: 5
Notes: This kit contains flint and tinder, a water flask, a blanket, a bed roll and a small tent.

Backpack
Cost: 4

Cask of beer
Cost: 6

Cask of wine
Cost: 9

Donkey or mule
Cost: 25

Iron ration (for 1 week)
Cost: 14
Notes: These rations don’t spoil over time.

Lantern
Cost: 5
Notes: Lanterns produce a brighter light than torches and are not as easily blown out.

Lockpick
Cost: 2

Noble clothing
Cost: 12

Normal clothing
Cost: 3

Ox cart
Cost: 7
Notes: The ox cart is a two-wheeled vehicle which is usually drawn by cattle. The oxen is not included.

Packhorse
Cost: 30
Notes: A packhorse comes fully equipped with a pack saddle and bridle.

Pickaxe
Cost: 3

Pole (3 yards)
Cost: 1

Ration (for 1 week)
Cost: 7

Riding horse
Cost: 75
Notes: Stats for horses can be found in Appendix 3.

Rope (10 yards)
Cost: 2

Saddle bags, saddle and bridle
Cost: 8

Torch
Cost: 1
Notes: A lit or un-lit torch can be used as an improvised weapon. Use the Blunt skill. Damage is 1d6-2 for unlit and 1d6-1 for lit torches. Flammable enemies may be set ablaze.

Travel clothing
Cost: 5

Warhorse
Cost: 150

1st circle spell
Cost: 25
Notes: Spells have to be acquired before they can be used. They can either be transcribed from an existing grimoire, or they can be bought in the form of spell scrolls, which can then be added to a caster’s repertoire.

2nd circle spell
Cost: 50
Notes: Spells have to be acquired before they can be used. They can either be transcribed from an existing grimoire, or they can be bought in the form of spell scrolls, which can then be added to a caster’s repertoire.

3rd circle spell
Cost: 75
Notes: Spells have to be acquired before they can be used. They can either be transcribed from an existing grimoire, or they can be bought in the form of spell scrolls, which can then be added to a caster’s repertoire.

4th circle spell
Cost: 100
Notes: Spells have to be acquired before they can be used. They can either be transcribed from an existing grimoire, or they can be bought in the form of spell scrolls, which can then be added to a caster’s repertoire.

Spellbook (leatherbound)
Cost: 20

Spellbook (metalplated)
Cost: 40

Magic implement (1st circle)
Cost: 80
Notes: A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

Magic implement (2nd circle)
Cost: 160
Notes: A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

Magic implement (3rd circle)
Cost: 240
Notes: A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

Magic implement (4th circle)
Cost: 320
Notes: A magic implement can take many forms (gauntlet, amulet, wand, etc.). For more details on magic implements see Chapter 4.

Copyright © Robert P McDowell 2012 - All Rights Reserved. No part of this document may be reproduced without written consent from the author. Providing to any content to this document grants Mr McDowell unlimited license to use, modify, display and perform, reproduce and distribute that content.