Arms & Goods

Mythic Bastionland · p.12

Open source p.12

Trade

Only the rich deal in coins. Most trade is an exchange of raw materials, goods, or service. Frequent trades often grow into ongoing pledges of service, cooperation, or protection.

Simply, if you hope to trade you should have a good answer to the question “What can I offer that they would value?”.

Common items are widely available. Uncommon items require a specialist. Rare items are truly treasured.

Wielding Weapons

If no type is noted, assume the weapon uses one hand and has no other restrictions.

Hefty weapons require one hand. Only one Hefty item can be wielded at once. Long weapons require both hands and are Impaired in confined environments. Slow weapons cannot be used if the attacker has moved this turn. They are also Long.

Common Weapons

  • Hefty Tools: hefty (pitchfork, hatchet)
  • Long Tools: long (staff, logging axe, pick)
  • Hand Weapons: (dagger, club, handaxe)
  • Hefty Weapons: hefty (spear, mace, axe)
  • Long Weapons: long (poleaxe, billhook)
  • Sling: hefty
  • Javelin: hefty
  • Shortbow: long

Uncommon Weapons

  • Shortsword:
  • Lance: long, count as hefty if mounted
  • Brutal Weapons: slow (greataxe, maul)
  • Longbow: slow

Rare Weapons

  • Longsword: hefty
  • Greatsword: long
  • Curvebow: long
  • Crossbow: slow

Specialist Weapons

Take an existing common or uncommon weapon with + or + in a specific situation. Make it one category rarer.

Wearing Armour

One of each armour type (coat, plates, helm, shield) can be worn at once, combining their armour scores together. Plates and helm are generally not worn outside of battle.

Common Armour

  • Shield: , A1 (round, kite, heater)

Uncommon Armour

  • Coat: A1 (mail, gambeson, flexible armour suitable for general wear or beneath plates)
  • Helm: A1 (kettle, nasal, bucket, coif)

Rare Armour

  • Plates: A1 (cuirass, brigandine, splint, scale, rigid armour often worn over a coat, slow to remove or don, even with assistance)

Tools

  • Common Tools: Saw, fishing rod, sewing set, candles, shovel, flute
  • Uncommon Tools: Animal trap, smithing tools, herbalist kit, scribe set, lute
  • Rare Tools: Alchemy tools, crystal ball, extravagant harp

Common Beasts

  • Hound: VIG 5, CLA 10, SPI 5, 4 GD, bite
  • Sheep or Pig: VIG 5, CLA 5, SPI 5, 1 GD
  • Pony: VIG 7, CLA 7, SPI 5, 2 GD
  • Mule: VIG 10, CLA 5, SPI 5, 1 GD

Uncommon Beasts

  • Ox: VIG 15, CLA 5, SPI 5, 3 GD
  • Hawk: VIG 5, CLA 15, SPI 5, 4 GD, talons
  • Riding Steed: VIG 10, CLA 10, SPI 5, 3 GD
  • Heavy Steed: VIG 15, CLA 5, SPI 5, 2 GD

Rare Beasts

  • Charger: VIG 10, CLA 5, SPI 5, 5 GD, trample

REMEDIES (All Uncommon)

  • Sustenance: The means for a generous feast. Used to recover VIG.
  • Stimulant: Enlightening herbal preparations. Used to recover CLA.
  • Sacrament: Props for a ritual or performance. Used to recover SPI.

Poisons

  • Common: Sickness and discomfort
  • Uncommon: Suffering, then slow death
  • Rare: Death plus speed, secrecy, or suffering