OpenD6 Fantasy Equipment

This chapter gives game mechanics for popular equipment, including gear, armor, and weapons, plus how to purchase them. Game effects for various weapon types are also included. Gamemasters need to decide what's suitable for their particular settings. All equipment described herein is of the basic, nonmagical variety.

Purchasing Equipment

Each piece of equipment has a price difficulty associated with it that expresses how challenging it is for a character to obtain that item. If using Funds as an attribute, to purchase an item, the player rolls the attribute against the listed purchase difficulty, adjusted by the gamemaster for the circumstances around obtaining the item (such as seller's stock, item quality, general item availability, and so on). If the Funds total equals or exceeds the price difficulty, the character gets the item. Trading, bluff, charm, and persuasion could all serve as complementary actions to the Funds roll, depending on the factors the gamemaster chooses to include (such as local law, relationship of buyer and seller, and so on).

Prices listed in this chapter do not reflect any modifiers the gamemaster may wish to include.

Any item with a price difficulty equal to or less than the number in front of the "D" in the character's Funds attribute is an automatic purchase. A character may make several automatic purchases per day.

Any item with a price difficulty greater than the number in front of the "D" in the character's Funds attribute but less than or equal to 3 times that number is an average purchase. A character may make one average purchase per day.

Any item with a price difficulty greater than 3 times the number in front of the "D" in the character's Funds attribute is a luxury purchase. A character may make one luxury purchase every seven days.

When deciding on the type of purchase, include in the difficulty breakdowns any modifiers due to an Advantage or Disadvantage.

Example: A character has 3D+2 in her Funds attribute. Her automatic purchases have a difficulty of 3 or less. Her average purchases have a difficulty of 4 to 9. Her luxury purchases have a difficulty of 10 or more. If the character also had Wealth (R1), she would add her bonus of +2 to each of these levels, giving her automatic purchases at 5 or less, average purchases between 6 and 11, and luxury purchases at 12 or more.

Failure on a Funds roll means that the character didn't have the money for some reason (forgetting to bring enough coins, etc.). Except when the total is abysmal, the character may roll again after a short period of time and attempting to fix the problem.

Unless the gamemaster decides otherwise, players may not spend Character and Fate Points on Funds rolls.

Coins

Some gamemasters prefer coins to rolling dice for purchasing goods. They may make their own system to use in their settings, or take this one: eight copper pieces equals one silver piece; eight silver pieces equals one gold piece. Though this might not seem like an elegant system, it's more akin to how the coins would have been minted and split: A round coin can easily be sliced into eight relatively equal parts.

Gamemasters may then select reasonable monetary values based on the difficulty level given; the lists include sample numbers followed by C for copper, S for silver, and G for gold. Or gamemasters can roll 3D and multiplying the total by an appropriate amount for each level. For example, to convert to the suggested monetary system, use: one copper coin for Very Easy, one silver coin for Easy, one gold for Moderate, 10 gold coins for Difficult, 100 gold coins for Very Difficult, 1,000 gold coins for Heroic, and 10,000 gold coins for Legendary.

Gear

Candle, Lamp: Small, lit candle or lamp has damage of 1D per round after the first when held in contact with a flammable surface for more than one round. A lit candle or lamp negates up to 2D (6) in darkness modifiers within a meter of the user.

Grappling Hook: +1D bonus to climbing attempts; must be used with a rope. The hook can inflict Strength Damage +1 in damage.

Hammer: Useful with some crafting attempts. Can inflict Strength Damage +1.

Healer's Pack: A small kit of soothing herbs and clean cloth strips adds a +1 bonus to three to six healing attempts, depending on how much material is used.

Lockpicking Tools: +1D bonus to lockpicking attempts only if the user has the lockpicking skill.

Marbles: When stepped on, the victim makes Moderate Agility or acrobatics roll per step (each step counting as an action) he wishes to move until he is out of the area of marbles.

Makeup Kit: A single kit contains enough coal dust, flour, red powder, and body oil in small vials for five uses, plus application brushes of various sizes. Adds 1D to disguise attempts.

Pick, Mining: Adds 1D to digging attempts, or does Strength Damage +2 in damage when striking.

Rope, Heavy (Hemp): Inflicts Strength Damage +2 when used in choking attacks; damage resistance total 5. Can hold up to 100 kilograms.

Rope, Light (Silk): Inflicts Strength Damage +1 when used in choking attacks; damage resistance total 3. Can hold up to 140 kilograms.

Shovel: Adds 1D to digging attempts, or does Strength Damage +2 in damage with bashing attacks.

Spikes, Iron: +1D bonus to climbing attempts when several are used; requires a Physique or lifting of 3D or more to insert them into crevices without a hammer. Each spike can inflect Strength Damage +1.

Torch: A small, lit torch has a damage of 3D per round after the first when held in contact with a flammable surface for more than one round. A lit torch negates up to 4D (12) in darkness modifiers within several meters of the user.

Adventuring Gear

Item Price
Basket, woven VE (8 C)
Bell, small metal E (2 G)
Bedroll E (3 SP)
Blanket, flannel single E (2 SP)
Bowl, wooden soup VE (6 C)
Brazier, portable bronze M (5 G)
Bucket, wooden E (4 SP)
Candle, tallow taper; torch VE (1 C)
Chest, small wooden M (3 G)
Cloth, flannel, about 1 square meter VE (8 C)
Compass D (30 G)
Drum, handheld M (15 S)
Fishing hook and line VE (5 C)
Flute E (2 G)
Grappling hook E (8 S)
Hammer E (3 S)
Healer's pack VE (16 C)
Holy symbol, silver unblessed M (10 G)
Ink in small glass vial M (3 G)
Incense (2 long sticks) E (8 S)
Lamp, pottery VE (8 C)
Lamp oil, medium flask VE (5 C)
Lockpicking tools VD (27 G)
Lute M ( 4 G)
Marbles, hard clay VE (8 C)
Makeup kit (5 uses) E (8 S)
Mirror, silver M (5 G)
Mirror, polished steel or bronze M (3 G)
Parchment, rice paper, or vellum E (8 S)
Pick, mining E (16 S)
Perfumed water in small glass vial E (10 S)
Pouch, large leather E (4 S)
Pouch, small flannel VE (6 C)
Pot, iron cooking E (16 S)
Quill VE (16 C)
Quiver E (8 S)
Room in an inn (average per day per person) M (1 S)
Room in an inn (common room bed) VE (1 C)
Rope, heavy (hemp, 15 meters) E (4 S)
Rope, light (silk, 15 meters) M (15 G)
Sack, rough cloth VE (6 C)
Scabbard E (8 S)
Sealing wax VE (16 C)
Shovel E (8 S)
Spoon or fork, brass dinner (each) VE (3 C)
Spikes, iron E (6 S)
Tent, two-person M (7 G)
Tinder box with flint and steel VE (8 C)
Vial with stopper, ceramic VE (2 C)
Vial with stopper, glass VE (7 C)
Waterskin E (7 S)
Whetstone VE (1 C)

Fashion

Type Price
Belt VE (6 C)
Boots E (16 S)
Cloak, flannel E (7 S)
Dress E (5 S)
Hat E (3 S)
Jerkin E (5 S)
Robe E (8 S)
Sandals VE (7 C)
Shoes VE (16 C)
Skirt E (3 S)
Tunic E (5 S)

Food & Drink

Item Price
Ale (mug) VE (2 C)
Bread (loaf) VE (2 C)
Butter (small crock) VE (5 C)
Cheese (wheel) VE (7 C)
Cookies, sweet (a few) VE (4 C)
Eggs (a few) VE (1 C)
Feed (for animals) VE (5 C)
Fruit, fresh or dried (each or handful) VE (2 C)
Grains, flour (a few kilograms) E (8 S)
Gruel (bowl) VE (1 C)
Herbs, fresh or dried (bunch) VE (3 C)
Jam, jelly, preserves (small crock) VE (5 C)
Meat, fresh local pork, mutton, beef, fowl, or fish (a few kilograms) VE (16 C)
Meat, smoked (a few kilograms) E (16 S)
Milk (a few liters) VE (8 C)
Nuts (handful) VE (8 C)
Pastry (each) VE (8 C)
Rations (day) VE (8 C)
Spices, rare (small pouch) E (8 S)
Stew (bowl) VE (5 C)
Vegetable (a few) VE ( 2 C)
Water (glass) VE (1 C)
Wine (glass) VE (8 C)

Note: All food and drink prices assume the items are commonly available for sale in the location.

Magical Items

Magical items are standard pieces of equipment or weapons that have been enhanced through supernatural means. The gamemaster may either give them whatever sort of game characteristics she desires, or she may use Special Abilities to represent what they can do. Any item that doesn't somehow stay permanently connected to a character should have the Limitation Burn-out (R1), can be lost or stolen. Although it's rarely possible to purchase these items, they might be found (or sold) in larger cities.

Mystical Artifacts

Forged by an ancient race, created by supernatural beings, or discarded from another dimension, mystical artifacts take many forms. Some are completely beneficial, while others have a secret or obvious curse.

Amulet of Protection: An oddly shaped pendant on a thick leather cord envelopes the wearer in a defensive aura (Attack Resistance: Nonenchanted Weapons (R1), +1D to damage resistance total, with Limitation: Burn-out (R1), can be lost or stolen). Price H (200 G).

Enchanted Dagger: The weapon gives the user a greater chance of harming magical creatures (Natural Hand-to-Hand Weapon: Dagger (R1), +1D damage, with Magically Empowered (R2) and Burn-out (R1), can be lost or stolen). Price H (600 G).

Ring of Power: With this ring, the user can cast low-level magical spells (Increased Attribute: Magic (R1), +1, with Additional Effect (R4), treat as if user has 1D+1 in Magic regardless of actual Magic score; Skill Bonus: Magic Skills (R1), +1 to alteration, apportation, and conjuration totals; both with Burn-out (R1), can be lost or stolen). Price L (1,200 G).

Holy Items

Holy items are handheld objects representing a person's faith. Some are material worked into a symbol of the faith, such as crosses, stars, figures, and writing characters. Others show the significance of the material itself, such as water or an herb, or an action, such as prayer beads. The higher the level of the spiritual leader (such as a priest, rabbi, or other cleric), the greater the benefit the symbol imparts. Additionally, the faith of the user and the target can influence the effect.

Warding Holy Symbol: Shaped from metal or wood in a sacred representation, this item helps the user turn away undead creatures (Skill Bonus: Intimidation (R1), +3 to intimidation totals, with Ability Loss (R1), only works on undead beings; Burn-out (R1), can be lost or stolen). Price VD (20 G).

Blessed Water or Herbs: Sprinkled on the opponent, this causes harm only to those with evil in their hearts (Natural Magick (R10): Harm to Evil, effect: 5D magical physical damage, range: 10 meters, duration: 2.5 seconds, cast time: 1.5 seconds, Component: blessed water or herbs, Other Condition: Against Evil Only, with Burn-out (R5), one-time use). Price VD (50 G).

Armor & Shields

Combining Armor

A character cannot wear two suits of the same type, though he could combine some types. The listing below tells what armor may be worn with what other armor and the kind of bonus it can provide. Of course, layering armor assumes that the two pieces fit together — a character couldn't wear two helmets, even if they were made of different materials. For protective gear not listed here, use the type in this chart that the armor in question most closely resembles to determine what it can be combined with.

Except armor providing less than a full die of protection, any allowed combination offers the character the complete armor bonus for both layers, up to any maximums dictated by the game.

Hides and Fur, Bone and Hide: May be worn over any other type of armor. May not be worn under anything. Adds a maximum of +1 to the Armor Value of the total combination.

Soft Leather, Heavy Fabric, Quilted Silk: May be worn over or under any other type of armor. Adds a maximum of +1 to the Armor Value of the total combination.

Padded Leather, Hard Leather: May be worn under any type of armor or over soft leather, heavy fabric, or chain mail.

Chain Mail: May be worn over or under any other type of armor.

Plate Mail, Bronze: May be worn under soft leather, heavy fabric, or quilted silk. May be worn over soft leather, heavy fabric, padded leather, quilted silk, or chain mail.

Shields: May be combined with any armor, but only offer protection if held between the attacker and the user. May not be combined with other shields unless stacked in a stationary position.

Armor

Type Armor Value Price
Hides and fur, fur cloak +2 M (5 G)
Soft leather, heavy fabric +2 M (3 G)
Quilted silk +2 M (4 G)
Bone and hide +1D M (7 G)
Padded leather +1D M (8 G)
Hard leather +1D+1 M (9 G)
Ring mail +1D+2 M (11 G)
Chain mail +2D M (15 G)
Bronze +2D M (16 G)
Plate mail +3D D (40 G)

Shields

Type Armor Value Price
Buckler (0.5 meters long) +2 E (7 S)
Small shield (1 meter long) +2D E (16 S)
Medium shield (1.5 meters long) +2D+1 M (3 G)
Large shield (2 meters long) +2D+2 M (4 G)

Encumbrance Option

Wearing a lot of protective gear can make performing certain actions challenging. Each additional layer of armor increases Agility-based difficulties by +4 or more, depending on the joint flexibility of the pieces. The gamemaster might also apply this modifier to any armor, especially heavy or bulky ones like plate and bone and hide, including an additional modifier of +1 for every full die in Armor Value.

Minimal Armor Option

Many adventurers like to show off their well-endowed (muscled or otherwise) or heavily tattooed bodies. Against humanoids with an Intellect of less than 4D, the character wearing fanciful armor receives a +1D bonus to all charm or intimidation rolls for the first round of each scene (as appropriate for the character's physical presence). However, humanoids with Intellects of 4D or more see through the ruse, and the character receives no bonus.

Furthermore, the gamemaster should ignore the Armor Value when determining the effects of called shots to unarmored portions of the body.

Maximum Damage Resistance Total Option

Some characters carry around their own protection, so it doesn't make much sense to add more to it. The maximum damage resistance roll a character can have before adding any negative modifiers, Character Points, or Fate Points but including Physique, protective gear and abilities, and other modifiers is 6D. Ignore any Armor Value above this. Gamemasters may adjust this depending on how effective they want protective gear to be.

Weapons

All weapons described in this section were designed with Humans in mind. Characters more than twice or less than half the size of Humans do not receive their scale modifier when attempting to employ Human-sized weapons. Additionally, for missile weapons, very large and very small humanoids may incur at least a +5 modifier to the combat difficulty or even find it impossible to use the tiny objects.

For simplicity, gamemasters may have the weapons of larger or smaller humanoids deal the same amount of damage as their Humansized counterparts, making certain to include the scale modifier to account for increased or decreased damage. Human-sized characters relying on weapons designed for someone larger or smaller than themselves use the scale modifier of the creature for which the item is designed — they do not use their own scale modifier when attacking. (They do use their own scale modifier when they defend.)

For more information on using scale, see page 71.

Terminology

Damage: Damage is the amount of harm a weapon does. Melee, thrown, and those missile weapons relying on a person's strength to determine their power are enhanced by the characters' Strength Damage (see "Determining Strength Damage" on page 62 on determine the die code). Weapons that are affected by strength have a "+" in front of their damage die code. Note that the damage is based on the rate of fire; most weapons have a rate of fire of once per round. See the "Combat Options" chapter for guidelines on other rates of fire.

Range: This factor takes into account that the weapon is less effective the farther it is from the target. The values given are the maximums, in meters, for Short, Medium, and Long ranges.

For generated values, roll the character's Physique or lifting. The modifier after "PHYS" indicates the number to take from or add onto the total. These totals, in meters, determines the ranges the character can throw the item. If the total becomes zero or less because of the modifier, then the character cannot throw the item to that range. (Gamemaster who prefer straight values should multiply the die code in Physique or lifting by 4, then add the pips to get the "PHYS" value.)

Gunpowder Weapons

Not every fantasy setting includes the invention of gunpowder, but for those that have, here are a few weapons using that propellant. The guns rely on marksmanship for their accuracy, while the black powder bomb needs throwing to loft it to a new location.

Note that both muskets are quite heavy, requiring a wooden rest to allow proper aiming. Anyone not using a rest must take a multi-action, using one action to lift the gun (Physique or lifting difficulty of 3) and one to fire the weapon.

Arquebus: Also known as the matchlock musket, the arquebus is a simple weapon with a wooden stock and heavy iron barrel. It varies in length from 1.2 to 1.8 meters or more and weighs nine kilograms. The weapon is a simple muzzle-loader; in other words, the firer must load powder charge, wadding, and shot down the barrel, then tamp it down using a ramrod. Once the weapon is loaded, the firer ignites the powder with a device called a matchlock. This holds a burning match — often a slow-burning piece of thin cord — at the upper end, and a lever or trigger at the lower end. By pulling the lever or trigger, the firer swings the match smoothly on to the touchhole, igniting the powder. Musket: damage 3D+2; range 10/20/40; price D (10 G). Charge, wadding, and shot: VE (2 S) per bullet packet.

Wheellock Musket and Pistol: The wheellock involves iron pyrites scraping against a wheel that turns when the trigger is pulled, igniting a spark that sets off the primer. The musket is about 1.2 to 1.8 meters in length, and 10 kilograms in weight, while the pistol is 15 centimeters and a little more than 3.5 kilograms in weight.Wheellock pistols are commonly carried in a brace of two, alongside the sword, and are of great use against armored foes. Like the matchlock musket, the wheellock musket requires a stand to aim correctly. The pistol and the musket each require 12 rounds to reload with no roll or a marksmanship roll of 10 to reload in one round. Musket: damage 4D; range 10/25/60; price D (12 G). Pistol: damage 3D+1; range 5/10/25; price D (8 G). Charge, wadding, and shot: VE (2 S) per bullet packet.

Black Powder Bomb: This bomb consist of melon-sized pottery ball filled with black powder. A fuse protrudes from the ball, and when the fuse burns down, the ball explodes, usually with a big enough boom to knock down most monsters. Bomb: damage 6D; range: Physique -2/Physique -1/Physique; price M (6 G).

Muscle-Powered Weapons

Muscle-powered weapons include all those that depend upon a character's strength to get them to their target. Instead of having their damage die codes listed as a single number, muscle-powered weapons have damage adds.

Missile & Thrown Weapons

All missile and thrown weapons take an action to reload, either to notch another arrow or pull out another dart. Generally, characters may reload in the same round as firing or throwing (with a multiaction penalty), except crossbows, which require the character to replace the bolt and crank it in place.

Missile & Thrown Weapons
 Range 
WeaponShortMediumLongPrice
Missile Weapons 
Blowgun & dart 1D2 10 40 100 VE (10 C)1
Bow, Long & arrow +2D+2 10 100 250 M (3 G) 1
Bow, Short & arrow +1D+2 10 100 250 E (16 S) 1
Crossbow, Light & bolt 4D 10 100 200 E (16 S) 1
Crossbow, Heavy & bolt3 4D+1 10 100 300 M (4 G) 1
Crossbow, Handheld & dart 4D 10 25 50 M (3 G) 1
Sling & stone +1D 5 10 15 E (3 S) 1
Thrown Weapons  Boomerang, heavy +1D+1 5 40 100 M (3 G)
Dart +1 PHYS PHYS+1 PHYS+2 VE (7 C)
Rock, fist-sized +1 PHYS -2 PHYS -1 PHYS
Javelin4 +2D 5 25 40 E (16 S)
Throwing dagger +1D 5 10 15 E (5 S)
Throwing star +1D 5 10 15 VE (7 C)

1. Price is for firing part of weapon; arrows, bolts, or darts priced separately. 2. Blowguns commonly shoot poison darts; poison damage is in addition to damage listed. 3. Requires one full round to reload. 4. Longer than 60 centimeters, so may incur the unwieldy weapon modifier.

Melee Weapons

Most muscle-powered weapons are melee weapons. Swords, knives, brass knuckles, and clubs are all examples. All of these weapons require melee combat to use. Gamemasters may allow characters to employ untrained such simple ones as sticks with only the Agility attribute.

Edged or pointed weapons do half damage when used to bludgeon instead of cut.

Melee Weapons
Type Damage Price
Awl, small knife, stake +2 VE (8 C)
Arrow, crossbow bolt, dart +1 VE (7 C)
Axe, battle* +3D M (3 G)
Ball and chain* +2D E (16 S)
Bullwhip* +1D E (4 S)
Club (nonspiked), large stick* +1D+1 E (4 S)
Club (spiked)* +1D+2 E (16 S)
Hatchet +1D+1 E (15 S)
Halberd* +3D M (4 G)
Katana* +3D M (5 G)
Knife (large kitchen), dagger, stiletto +1D VE (4–12 S)
Mace* +1D+1 E (18 S)
Morning star +3D M (4 G)
Nunchaku* +1D+2 E (17 S)
Quarterstaff† +1D+2 VE (12 C)
Rapier* +2D E (19 S)
Sai +1D+1 E (10 S)
Sap, hammer (tool) +1D E (3 S)
Spear (metal tip)* +2D M (3 G)
Sword, broad/long* +2D+2 M (3 G)
Sword, short +1D+2 E (15 S)
Sword, two-handed* +3D+1 M (4 G)
Tonfa +1D+2 E (18 S)
Trident* +2D+2 M (3 G)
War hammer* +3D E (19 S)

*Starred weapons or sets of weapons are longer than 60 centimeters and thus may incur an unwieldy weapon modifier.

†Allows user to attack at Point Blank or up to 2 meters away at Short range; incurs unwieldy weapon modifier of +5.

Whips

A whip is a long, plaited strip attached to a handle. When a character uses it to strike a target, determine the success with the melee combat skill.

A whip can also be used to entangle an opponent up to two meters away. The character uses throwing to make this kind of attack. If it's successful, the whip wraps about the target. If it's unsuccessful, the target takes full damage.

It can also be used to disarm opponents (as a throwing called shot) or to swing over pits or other openings. To swing with the whip, the character makes a Difficult throwing roll to catch the whip around a projection overhead that can support her weight. (The gamemaster may include modifiers depending on the conditions.)

Improvised Weapons

When a character's up against something ugly and angry, and his favorite sword's back at his hideout, he grabs whatever he can to get the job done.

That means that gamemasters aren't always going to find established game mechanics for what their players want to use as weapons. When this happens, the best way to handle the situation is use the mechanics of something similar. Most items either serve as a dagger (such as a broken bottle) or a club (such as a table leg). Then modify the damage based on how sharp or heavy the improvised weapon is to the comparison weapon.

Improvised weapons always use either melee combat or throwing, and they always receive an improvised weapon modifier to the combat difficulty of +5 or more. On a card-played setback or a rolled Critical Failure when wielding the item, most improvised weapons break, the user hurts himself, or both — the greater the roll fails, the worse the situation is. (If the user ends up hurting himself, use only the weapon bonus — do not include the user's Strength Damage — to determine the amount of damage done.)

Generally, characters may rely on improvised weapons only a few times before they break (regardless of whether a Critical Failure or a setback occurred while using it), though ones designed to take abuse — such a heavy length of metal or a blacksmith's hammer — can survive the battle (including Critical Failures) and continue to function as tools or armament.

Vehicles

This section introduces a few terms unique to means of conveyance:

Scale Value: For gamemasters using the scale option (see page 71), this number indicates how much larger the vehicle is than a Human, relative to a Human's scale value of zero.

Move: This is approximately cruising speed, given in both meters per round and (if applicable) kilometers per hour.

Passengers: The number of people, including the crew, that the vehicle can carry. Unless otherwise specified, the number of crew needed to properly operate the vehicle is one.

Toughness: This is the vehicle's base damage resistance die code. It can also serve as a reasonable measure of the amount of damage it can inflict. Players may not modify a vehicle's Toughness by spending Character or Fate Points on it.

Maneuverability: An indication of how easy the vehicle is to handle. Stunts are easier to perform in vehicles with higher die codes than in those with lower ones. The Maneuverability die code is added to the driver's or pilot's appropriate skill total when that person is attempting to do something fancy. (Vehicle stunts are further explained in the "Movement" chapter.)

Vehicle Chart

Vehicle Type Scale Value Move1 Passengers2 Toughness Maneuverability Price3

Land Vehicles

Chariot, two-person carriage 3 animal's Move x75% 2 4D -2 D (30 G)
Wagon (large, open) 5 animal's Move x50% 8 4D+1 0 M (9 G)
Passenger carriage 6 animal's Move x50% 5 4D+1 -1D VD (75 G)
Mine cart 3 animal's Move x25% 2 5D+1 -3D M (7 G)

Water Vehicles

Canoe (paddles) 0 Physique or lifting roll 4 2D +1D E (17 S)
Galleon (sails) 14 7 (5 kph) 220 (120 crew) 7D+2 -2D L (95,000 G)
Galley, merchant (sails and oars) 15 10 (7 kph) 50 (43 crew) 5D+2 +2 L (110,000 G)
Galley, small (sails and oars) 14 12 (9 kph) 43 (40 crew) 4D+2 +1D+2 L (100,000 G)
Galley, war (sails and oars) 21 12 (9 kph) 540 (420) 7D+1 -2D L (200,000 G
Longship (sails and oars) 12 4 (3 kph) 120 (30 crew) 6D+2 0 L (38,000 G)
Rowboat (oars) 2 Physique or lifting roll 6 3D+2 0 E (19 S)
Sailboat, small (sails) 4 Wind + 25% of pilotry total 2 4D +2D VD (20 G)

1. First entry is meters per round, followed by kilometers per hour. For entries indicating a roll, roll the skill and use that as the number of meters moved in that round. 2. Includes one crew member (unless otherwise specified). 3. Prices do not include the cost of hiring and feeding the crew (about 2 silver per day per crew member; total the number of crew to get the per-day price difficulty).

Ship Weapons

Occasionally, characters might find it necessary to mount or have mounted weapons on their sailing vessels.

Cannon: Made of heavy metal, cannons use gunpowder (or a magical substance) to project large metal balls at a target. Each small cannon requires a crew of two to load and fire, while a large cannon needs a team of four. It requires one action each round to fire either size, and they can only be fired every other round. The leader of the cannon team aims and fires the weapon, with the marksmanship skill. A Critical Failure could mean that powder was added incorrectly and it doesn't fire at all — or the gunpowder explodes in the cannon and does damage to its users. Ships with a scale value of at least 15 may add cannons. Cannons may not be turned, though their crews can raise or lower them. Small cannon: damage 4D; range 50/200/800; price difficulty of Very Difficult per cannon or 75 gold. Large cannon: damage 5D; range 50/150/500; price difficulty of Heroic per cannon or 125 gold.

Catapult: A small rope-and-wood structure mounted on the fore or aft of the ship, out of the way of the sails, the catapult slings a large object (usually a rock or metal ball) at its target. It requires a round to reload. Because of its difficulty to aim correctly, add +5 to the user's marksmanship difficulty. They may be mounted on any vessel with a scale value of at least 12. Catapult: damage 3D+2; range 45/90/180; price difficulty of Very Difficult per catapult (up to two) or 50 gold per catapult.

Ram: A long, stout wooden pole, the ram be mounted on any galley or rowed ship with a scale value of at least 15. When the ship rams another, the pilot must make a successful ramming roll using her pilotry. With a successful attack, the defender receives double the normal damage, while the attacker gets half. These values are determined before rolling against Toughness. A ram adds +5 to the roll to regain control of the ship in the following round. Critical Failure on a low roll to regain control indicate the ram has broken off and further damages the ship. A ram adds +1 to the ship's price difficulty or five gold.

Gamemasters might allow a smaller version of this weapon to be mounted on large land vehicles.