Equipment
Equipment
Technology
The world at large is TL3, though some areas may have certain technologies burgeoning on TL4. The core rules, and equipment from “Low Tech” up to TL3 is available. TL4 inventions will be specifically noted before.
Weapons
It should be noted that Gunpowder has not been invented.
Sheaths
The optional rule for Sheathes on page 57 of Low-Tech is in effect.
Quality
Weapon quality is calculated as in the sidebar on Low-Tech page 59. This represents only craftsmanship. Bonuses for exotic materials are cumulative with this (as are the costs).
Cheap: A cheap weapon is +2 to break – and if it can be thrown, it has -1 Acc. CF 0.4
Fine: Any fine weapon is -1 to break. A fine blade (cutting or impaling weapon) also gets +1 to cutting and impaling damage.A finequality fencing- or sword-class weapon of any type has CF 4. Other weapon types are CF 3 if they do only crushing or impaling damage (e.g., a mace or spear), or CF 9 times list price if they can do cutting damage (e.g., an axe or halberd).
Very Fine: Only fencing weapons and swords can be very fine. A very fine
weapon is -2 to break and gets +2 to cutting and impaling damage. CF 19
Presentation Weapons: (decorated, bejeweled, gilded, etc.) are also available. This will give a reaction bonus in situations where it may matter to appear wealthy or well versed in the weapon. +1 for CF 4, +2 for CF 9, +3 for CF 19.
Poorly Balanced: -1 to skill with any melee weapon, thrown weapon, or projectile, or -1 Acc for a missile weapon: -0.6 CF.
Balanced: +1 to skill with any melee weapon, thrown weapon, or projectile; +1 Acc for a missile weapon. All weapons but sticks and improvised weapons: +4 CF.
Obsidian
A blade made of volcanic glass is very sharp, but easily broken or blunted. Obsidian has an armor divisor of (0.5) and +1 damage on its cutting and impaling damage, and receives no damage bonus for being of fine or better quality. Regardless of actual quality, treat an obsidian blade as cheap for breakage purposes when parrying a swung weapon made of metal. It loses its damage bonus if used to parry any weapon (but not an unarmed attack) or to strike DR 2+. Weight x .85, CF 2
Mithril
Mithril is a rare metal, it is as strong as steel but lighter. Reduce weight by .75. +20CF
Darkmetal
Darkmetal is a rare heavy metal. It is heavier, denser, and stronger than steel. You never need to roll for breakage, unless against another piece of Darkmetal. Weight x 1.25, CF +19. Rarely available.
Etherium
An extremely rare crystal that can only be mined in places where the veil is weak, Etherium has special magical properties. It is crushed and forged into the weapon during crafting, or sometimes incorporated into the weapon’s decoration. Character Points invested into Etherium weapons are worth twice as much. CF +49, Rarely – if ever – available for purchase.
Armor
Quality
Armor quality is calculated as in the sidebar on Low-Tech page 59. Exceptional materials will count towards this as well.
Undercover: Clothing designed to hide things gives a Holdout bonus. This may be accomplished through a special cut, hidden pockets, loops, reinforcements, panels, etc. An outfit that
gives +1 (quality) to Holdout adds +4 CF; one that gives +2 (quality) adds +19 CF.
Styling: grants a bonus to reaction rolls where appearing wealthy or well versed in your armor may apply. +1 to rolls for +1 CF, +2 for +4 CF, or +3 for +9 CF.
Special Leather
Kangaroo leather and and Basilisk skin have a very high tensile strength, three times that of cowhide. Sharkskin is extremely tough, and more resistant to abrasion than any other leather. Giraffe hide is sought after in Samarauch because it’s both lightweight and extremely tough. Certain sections of horse hide also provide excellent leather. In addition, some advanced tanning methods may improve leather’s quality. Treat superior hides as fine leather armor with +1 DR, +4 CF.
Drakeskin
Drakeskin is an ultra-strong leather. +2 DR, +4 DR vs Fire, +19 CF – and will rarely – if ever – be available for sale.
Drake Scale
Drake scales are ultra-hard. Any scaled armor can be crafted using these, +2 DR, +4 DR vs Fire, +19 CF – and will rarely – if ever – be available for sale.
Spider-Silk
Spun by Giant Spiders, often the size of a man or larger, Spider-Silk is a light wight but tough cloth. Treat as regular silk but add +1 DR vs Cutting and Impaling. +50 CF.
Mithril
Mithril is a rare metal, it is as strong as steel but lighter. Reduce weight by .75. 20CF
Darkmetal
Darkmetal is a rare heavy metal. It is heavier, denser, and stronger than steel. +2 DR, Weight x 1.25, +9 CF. Rarely available.
Etherium
An extremely rare metal that can only be mined in places where the veil is weak, Etherium has special magical properties. It is crushed and forged into the armor during crafting, or sometimes incorporated into the armor’s decoration. Character Points invested into Etherium armors are worth twice as much. CF +49, Rarely – if ever – available for purchase.









