Two Weapons
Related Attribute: Agility
Requirements: Weapon Proficiency (per type).
The character is skilled in using two weapons. First, the character must have skill in the weapon group for that particular weapon. Second, the two-weapon skill can never be higher than 3 points lower than the weapon proficiency. The advantage to this skill is that the character can make a follow-up strike with the second weapon every time the base type attack is used.
Weapon Group (WG):
Related Attribute: Agility
Requirements:
This skill represents the character’s weapon skill. A character with skill in a weapon group is able to use all weapons within that group equally. The following specific weapon groups are considered general skills available to all classes.
One-handed Swords
Short Blades
Two-handed Axes
Two-handed Blunt
Whips and Segmented Weapons Two-handed Swords Axes
One-handed Blunt Pole Weapons
Small Weapons
Weapon Group: Thrown Weapon/sling weapon
Related Attribute: Agility
Requirements: Weapon to throw
The thrown weapon skill works exactly like bow weapons; however, the distance is shorter. Thrown weapons are broken into two categories: standard weapons and weapons made to be thrown. Standard weapons include all knives, axes, swords, or anything a character can toss at something. These weapons can be thrown a distance of twice the character’s physical strength in feet. Weapons made to be thrown include javelins, spears, and the like. These weapons can be thrown a distance ten times the character’s physical strength in feet.
Weapon Group: Bow Weapons
Related Attribute: Agility
Requirements: bow or crossbow
The character has been trained in the use of bows and crossbows. Arrows and bolts are considered small weapons for damage purposes. See Chapter 5 for greater detail. A character may fire an arrow twice in a round. The first shot occurs on the character’s initiative and the second shot occurs four initiative counts down or at the end of the round.
Target Number Category Difficulty Example
9 Easy Non moving target-no wind
15 Average Non moving target-slight wind
21 Difficult Walking target-no wind; non moving target-moderate wind
27 Hard Walking target-slight wind; non moving target- strong wind
36 Heroic Running target-no wind; walking target-moderate wind; Non-moving target-gale wind
48 Impossible Running target-slight wind; walking target-strong wind
Wrestling/grappling
Related Attribute: Agility
Requirements:
With this skill, a character is versed
in various ways to grab and hold
a target. Wrestling is resolved like
normal combat (see combat), except
that armor type is not considered.
The number of successes does not do
damage but each one is considered a
hold or lock. A hold is using physical
strength to restrain an individual
(like a bear hug). A lock, however, is
the positioning of a body part where
force exerts pain upon the target
if he resists or tries to break the
lock. Determining if the character
performs a hold or a lock depends
on the success of the skill roll. If the character succeeds in wrestling with the target by 5 to 15 points, then he has a hold on the target. The target must spend his next action to make a physical strength check modified by the attacker’s strength bonus. Success means that the target has escaped the hold. If the character succeeds in wrestling with the target by 16 or more points, then he has a lock on the target. The target must spend his next action to make a physical strength check modified by the attacker’s strength bonus. In doing so, though, the target will receive damage equal to the successful roll regardless if the physical strength check is successful or not. Holds and locks may be maintained. The character’s action for the round is to continue with the hold or lock.
Example: Zoaz is wrestling with Alcove. Alcove’s armor rating is normally 5 (two from leather armor, one from defense skill, and two from his Agility attribute). Zoaz has a wrestling skill of 10. With a base difficulty of 9, Zoaz would need to roll a sum total of 2. (Base difficulty 9 +1 for Alcove’s defense skill +2 for Alcove’s agility-10 Zoaz’s wrestling skill = 2). Zoaz rolls an 18. The skill succeeds by 16 and Alcove is in a wrestling lock. Should Alcove break free, he would receive 16 points of damage in doing so.
CHAPTER 5: ARMS AND EQUIPMENT Commerce is based on five coin values: Copper, Drachma, Silver, Gold, and Platinum. 100 copper pieces have the value of 1 drachma (considered a day’s wage). 100 Drachma pieces have the value of 1 silver piece. 100 silver pieces have the value of 1 gold piece. 100 gold pieces have the value of 1 platinum piece.
Basic Armor rules:
Armor provides extra protection in two ways. First, it adds the armor rating to the
opponent’s target number needed to strike the character. Second, it reduces damage received
by the armor rating (Armor rating of 2 would reduce 18 points of damage received to 16). Metal armors require a character to purchase a doublet, an undergarment that has
holding points for armor to be anchored to. It has all of the same characteristics as cloth
armor; however, it does not add to the overall armor rating.
Characters receive half their agility modifier bonus when wearing chain mail. The use
of plate armor, or knight’s plate negates any agility modifier used for defense.
NOTE: ALL PRICES BELOWARE LISTED IN DRACHMA. Prices provided by Bosco’s Waystation. Cloth Armor; Armor Rating 1
Cloth armor is made of thick fabric that covers the character. It comes in eight pieces
(cap, collar, shirt, gloves, pants, boots) that require the character to spend at least one round
per item to put on a full set of cloth armor. It takes one minute and four seconds to equip a
full set of cloth armor.
Character Size: Cost in Drachma: Weight in pounds
Tiny 19.13 1.5
Small 38.25 3
Medium 76.50 6
Large 153 12
Huge 306 24
Leather Armor; Armor Rating 3
Leather armor is made either by fastening strips of leather on cloth armor or by whole
pieces of leather stitched and formed to cover the body. It comes in twelve pieces (cap, collar,
shoulder, jacket, belt, sleeves, gloves, pants, and boots) that require the character to spend at
least two rounds to put on each piece of armor. It takes three minutes and twelve seconds to
equip a full set of leather armor.
Character Size: Cost in Drachma: Weight in pounds:
Tiny 77.63 4.5
Small 155.26 9
Medium 310.51 18
Large 621.02 36
Huge 1,242.04 72
Hardened Leather Armor; Armor Rating 4
This armor is made identically to normal leather; however, each piece is soaked in a special animal fat to increase its stiffness and durability. Most wearers prefer to have armor
made to fit and then have it hardened. It comes in twelve pieces (cap, collar, shoulder, jacket, belt, sleeves, gloves, pants, and boots) that require the character to spend at least two rounds to put on each piece of armor. It takes three minutes and twelve seconds to equip a full set of hardened leather armor.
Character Size: Cost in Drachma: Weight in pounds:
Tiny 193.5 6
Small 387 12
Medium 774 24
Large 1,548 48
Huge 3,096 96
Studded/Banded Leather Armor; Armor Rating 5
This armor is made identically to normal leather armor; however
, iron plates are bolted
into the armor to add extra strength and durability. It comes in twelve pieces (cap, collar,
shoulder, jacket, belt, sleeves, gloves, pants, and boots) that require the character to spend at
least two rounds to put on each piece of armor. It takes three minutes and twelve seconds to
equip a full set of hardened leather armor.
Character Size: Cost in Drachma: Weight in pounds:
Tiny 331.88 7.5
Small 663.76 15
Medium 1,327.51 30
Large 2,655.02 60
Huge 5,310.04 120
Chain Mail Armor; Armor Rating 7 This armor is made from small one-inch steel rings looped (or bolted) together. It comes in seven pieces (coif, hauberk, gauntlets, pants, boots) that require the character to spend at least three rounds to put on each piece of armor. It takes two minutes and forty-eight seconds to equip a full set of chain mail armor. While the cost is close to studded leather armor, there are some penalties for the higher armor rating. First, the character does not receive any agility benefits and only receives half of the defense skill while wearing chain. Also, the character must purchase a doublet separately. Metal armor tends to chafe and rip into skin during normal and combat use.
Character Size: Cost in Drachma: Weight in pounds:
Tiny 346.50 10.5
Small 693 21
Medium 1,386 42
Large 2,772 84
Huge 5,544 168
Plate Armor; Armor Rating 10 This armor is made entirely of steel. Some armorsmiths use molding to create the armor, while others use manual manipulation to beat heated steel into the desired form. Regardless of the method, plate armor protects the entire body well. It comes in thirteen pieces (helm, gorget, spaulder, breast plate, girdle, van braces, gauntlets, greaves, boots) that require the character to spend at least ten rounds to put on each piece of armor. It takes seventeen minutes and twenty seconds to equip a full set of plate armor. The character does not receive any agility benefits and only receives a quarter the defense skill while wearing plate armor. Also, the character must purchase a doublet separately. Metal armor tends to chafe and rip into skin during normal and combat use.
Character Size: Cost in Drachma: Weight in pounds: Tiny 900 15 Small 1,800 30 Medium 3,600 60 Large 7,200 120 Huge 14,400 240
Knight’s Plate Armor; Armor Rating 15
Much like plate armor, this armor is made entirely of steel. Extra protection is added by
exaggerating protection for joints (flared shoulders, elongated abdomen covers) and adds
curtains of chain mail over joint locations or other vulnerable areas. It comes in thirteen
pieces (helm, gorget, spaulder, breast plate, girdle, van braces, gauntlets, greaves, boots)
that require the character to spend at least ten rounds to put on each piece of armor. It takes
seventeen minutes and twenty seconds to equip a full set of plate armor. The character does
not receive any agility benefits and only receives a quarter the defense skill while wearing
plate armor. Also, the character must purchase a doublet separately. Metal armor tends to
chafe and rip into skin during normal and combat use.
Character Size: Cost in Drachma: Weight in pounds:
Tiny 1,721.25 22.5
Small 3,442.50 45
Medium 6,885 90
Large 13,770 180
Huge 27,540 360
Arming Doublet; Armor Rating 1
An arming doublet is cloth armor is made of thick fabric that covers the character and
provides anchoring points for metal armor. It comes in eight pieces (cap, collar, shirt, gloves,
pants, boots) that require the character to spend at least one round per item to put on a full
set of cloth armor. It takes one minute and four seconds to equip a full set of cloth armor.
This armor is necessary to protect the wearer from the harshness of metal armor. It also
allows metal armor to be secured to the wearer. The doublet’s armor rating does not add to
the character’s armor rating when worn in conjunction with other armor. It does, however,
provide the armor rating in the event the warrior is caught without armor on. Character Size: Cost in Drachma: Weight in pounds
Tiny 19.13 1.5
Small 38.25 3
Medium 76.50 6
Large 153 12
Huge 306 24
Advanced armor rules:
The advanced armor rules explain the basic rules in greater detail. Armor may be
purchased as a set or as individual pieces. If armor is chosen in individual pieces, the player’s
armor rating is the sum total of the individual pieces rounded down. The information below
is for medium-sized armor. Divide the number by four for tiny creatures and by two for small
creatures. Multiply the numbers by two for large creatures and by four for huge creatures. Armor pieces individually cover the following locations: head, throat and chin,
shoulders, chest, abdomen, arms, legs, and feet.
Cloth Armor by piece:
Name
(AR)
Cap
Collar
Shirt
Right glove Left glove Pants
Right boot Left boot
Location Covered Cost Weight (lbs) Armor Rating Head
Throat and Chin
Shoulders, chest, abdomen Right and left arm
Right hand
Left hand
Right and left leg
Right foot
Left foot
3.83 .3 1.53 .12 49.73 3.9 .05 .02 .65
1.53 .12
1.53 .12
15.3 1.2
1.53 .12
1.53 .12
.02 .02 .2
.02 .02
Total Leather Armor by piece:
76.50 6 lbs 1 AR Name
(AR)
Cap
Collar
Shoulders Jacket
Belt
Right sleeve Left sleeve Right glove Left glove Pants
Right boot Left boot
Location Covered Cost Weight (lbs) Armor Rating Head
Throat and chin Shoulders
Chest
Abdomen
Right arm
Left arm
Right hand
Left hand
Right and left leg Right foot
Left foot
15.53 .9 6.21 .36 31.05 1.8 93.15 5.4 15.53 .9 31.05 1.8 31.05 1.8 6.21 .36 6.21 .36 62.10 3.6 6.21 .36 6.21 .36 .15 .06 .3
.9
.15 .3
.3
.06 .06 .6
.06 .06
Totals 310.51 18 lbs 3 AR Hard Leather Armor by piece: Name
(AR)
Cap
Collar
Shoulder
Jacket
Belt
Right sleeve Left sleeve Right glove Left glove Pants
Right boot Left boot
Location Covered Cost Weight (lbs) Armor Rating Head
Throat & chin Shoulder
Chest
Abdomen
Right arm
Left arm
Right hand
Left hand
Right and left leg Right foot
Left foot
38.70 1.2 15.48 .48 77.40 2.4 232.20 7.2 38.70 1.2 77.40 2.4 77.40 2.4 15.48 .48 15.48 .48 154.80 4.8 15.48 .48 15.48 .48 .2
.08 .4
1.2 .2
.4
.4
.08 .08 .8
.08 .08
Total 774 24 lbs 4 AR Studded/Banded Leather Armor by piece: Name
(AR)
Cap
Collar
Shoulders Jacket
Belt
Right sleeve Left sleeve Right glove Left glove Pants
Right boot Left boot
Location Covered Cost Weight (lbs) Armor Rating Head
Th
roat and chin Shoulders
Chest
Abdomen
Right arm
Left arm
Right hand
Left hand
Right and left legs Right foot
Left foot
66.38 26.55 132.75 398.25 66.38 132.75 132.75 26.55 26.55 265.5 26.55 26.55 1.5 .6
3
9
1.5 3
3
.6
.6
6
.6
.6
.25 .1
.5
1.5 .25 .5
.5
.1
.1
1
.1
.1
Totals 1,327.51 30 lbs 5 AR Chain Mail Armor by piece:
Name Location Covered (AR)
Coif Head, throat, and chin Hauberk Shoulders, chest, abdomen,
right arm, left arm Right gauntlet Right hand
Cost Weight (lbs) Armor Rating 97.02 2.94
900.9 27.3 .49
4.55
27.72 .84 .14 Left gauntlet Pants
Right boot Left boot
Total Plate Armor by piece:
Name
(AR)
Helm
Gorget
Spaulder
Breast Plate
Girdle
Right van brace Left van brace Right gauntlet Left gauntlet Greaves
Right boot
Left boot
Total: Knight’s Plate Armor by piece:
Name
(AR)
Helm
Gorget
Spaulder
Breast Plate
Girdle
Right van brace Left van brace Right gauntlet Left gauntlet Greaves
Right boot
Left boot
Left hand
Right and left leg Right foot
Left foot
Location Covered Cost Weight (lbs) Armor Rating Head
Throat and chin Shoulders
Chest
Abdomen
Right arm
Left arm
Right hand
Left hand
Right and left leg Right foot
Left foot
Location Covered Cost Weight (lbs) Armor Rating Head
Throat and chin Shoulders
Chest
Abdomen
Right arm
Left arm
Right arm
Left arm
Right and left leg Right foot
Left foot
Total:
27.72 .84
277.2 8.4
27.72 .84
27.72 .84
Bridge Worlds: Soterion Page 21