Equipment

Armor

Armor is wear used to protect oneself. It grants AC and Damage Reductions, but it also penalizes certain checks and does poorly in heat. Each armor has an AC Bonus, a base cost (note: the actual cost to purchase or make the armor will depend on where you are.), a Weight, a Check Penalty (A penalty to Dexterity and Athletics checks), along with Damage Reductions for bludgeoning, piercing, and slashing (Flat values that subtract from each instance of damage).

Armor is equipped in layers, with a Lower and Upper layer. The combined weight of these layers may not exceed an amount of kilograms equal to your Strength x 4 + 16. Both slots may not have the same type of armor within them.

Weapons

There are 5 columns within the weapons table. The name (name of the weapon), the damage, which included the dice along with the damage type, the approximate cost of the weapon, the weapons properties, and any special weapon-specific feats the weapon has.

Certain weapons have multiple damage types at the same time, which is listed in the damage column. We refer to this type of damage as "Combined" damage (Abbreviated to Co.). The damage of these weapons has the lowest applicable damage reduction applied to them, for example, a Morningstar has combined Bludgeoning and Piercing damage, lets say your armor set has a 4B 3P 2S Damage Reduction setup. The piercing damage reduction would be applied, as its the lowest damage reduction in the combined damage.
This goes for all sources of damage reduction, including but not limited to armor, magic, abilities, and environmental effects.

Name AC Bonus Base Cost Weight Check Penalty B DR P DR S DR Properties
Leather Coat 1 4GD 2 kg 0 1 0 1
Gambeson 0 6GD 2 kg 2 3 0 0
Reinforced Leather 2 8GD 4 kg 1 2 0 1
Breastplate 3 9GD 5 kg 1 0 2 3
Chain Shirt 3 32GD 6 kg 1 1 2 3
Half-plate 3 30GD 10 kg 3 0 2 4
Brigandine 4 42GD 13 kg 4 2 3 3
Scalemail 5 50GD 16 kg 6 2 4 4
Plate 6 86GD 18 kg 4 1 4 5

Weapons

Name Damage Base Cost Properties Feats
Longsword 1GD
Shortsword 3SD
Rapier 1d6 P 1GD Flexible, Agile, Finesse Piercing Strike, Puncture
Halberd 14SD Versatile, Two-handed, Reach
Warpick 1d12 B/P/S 2GD Versatile, Demolish, Armor Penetrating Sunder, Immobilizing Strike
Morningstar Co. 2d4 B P 2GD Armor Shearing, Cumbersome, Bleeding(1), Demolish Crushing Strike
Mace 2d6 B 1GD Armor Penetrating Concussive Strike,
Billhook Co. 1d8
S P
2GD Flexible, Two Handed, Brawler Snag Limb,
Spear 1d10 2SD Agile Poleguard, Spearmasters Style
Pike 1d8 1GD Reach(10) Hold the Line
Bardiche 3d12 S 4GD Cumbersome, Demolish, Two-handed, Unwieldy Amputate

Weapon Properties

Special Properties

Rickety: This weapon has a chance to break, malfunction, or otherwise stop working as it should. If you roll a total of 3 or below on the 2d12 base weapon check, roll a 1d100 on the following table
1-10: The weapon breaks into an irreparable state, requiring a replacement.
11-30: The weapon breaks, and can be repaired with some materials related to the weapon and a Craft check with a DC decided by the DM.
31-50: The weapon misfires, rebounds, or otherwise malfunctions in a way that harms you. Take half of the damage your rolled on the weapon. The weapon loses functionality until you spend 2 actions to perform a small field repair, whether that be tightening a bolt, adjusting tape, or simply giving it the old repairing punch.
51-80: The weapon simply misfires in a way that does not harm you. The weapon loses functionality until you spend 2 actions to perform a small field repair, whether that be tightening a bolt, adjusting tape, or simply giving it the old repairing punch.
81-100: The weapon rattles, smokes, or otherwise produces a worrying short-term signal, but does not break or malfunction in any meaningful way.

Adamantine: The weapon is made of Adamantine, an incredibly durable alloy. Weapons with this property are indestructible, and add an additional die to the weapons damage equal to the weapons existing dice size.

Base Properties

Armor Penetrating: This weapon ignores the Armor DR for one damage type when attacking an armored opponent.

Armor Shearing: This weapon actively damages and destroys armor. Each attack removes one point of AC bonus from armor.

Mounted: This weapon gains an additional 1d8 damage of its primary damage type when swung from a mount.

Brawler: When you deal damage with this weapon you may roll a grapple as a free action.

Cumbersome: This weapon may only be wielded with strength-based rolls.

Finesse: This weapon may only be wielded with dexterity-based rolls.

Demolish: This weapon is capable of destroying 5ft of wooden or other non-stone non-metal cover as an strike action.

Flexible: Additional attacks with this weapon have their multiple attack penalties reduced by 2.

Loading: This weapon takes an amount of actions to reload equal to the number written next to this property. Action counts higher than 3 must be invested over multiple turns.

Nimble: When dual wielding with 2 nimble weapons you may 2 attacks with one action, but both of them are at a -2 penalty.

Agile: You may make 2 attacks with the same attack action, but both take a -3 penalty.

Ranged: This weapon can attack at a range increment equal to the number next to this property (in feet). The weapon may attack at ranges beyond the range increment, with a -1 cumulative penalty for each range increment beyond the first. (Each a 20ft range weapon would take a -2 penalty at 60ft). This makes the weapon count as ranged for all purposes.

Reach: This weapon has a reach beyond 5ft that is listed next to the property (minimum 10ft).

Two-handed: This weapon requires to hands when you strike with it.

Versatile: This weapon can switch between bludgeoning, piercing, or slashing freely between attacks.

Bleeding: This weapon inflicts the Bleed status condition with an amount of damage written next to the property.

Unwieldy: This weapon takes two actions to perform the strike action instead of one.

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