EQUIPMENT

This campaign is set in a culture that might be compared to the new stone age in the real world: manufactured items are rare, bone, stone, wood and hide predominate and metal is a very rare commodity. As such, characters are limited in their starting equipment options.


Characters use a number of trade points rather than startin gold, which can be exchanged for goods as described below:



STANDARD GEAR
PRICE
NOTES
Backpack              
2

Basket
0.4

Bedroll  
0.1

Blanket, winter
0.5

Firewood
0.1

Fish hook 
0.2
(bone)
Pole, 10'
0.5

Rope
5
Hemp, 50'
Sack
0.5

Sewing needle
1
Bone
Sledge
5

Waterskin
1




SIMPLE WEAPONS
Price
Notes
Light Melee Weapons:


Dagger (Bone)
2
Bone weapon: -1 att and -1 dmg (min 1)
Dagger (Bronze)
30
Bronze weapon, very rare (hence price)
Sickle (Bronze)
40
Bronze weapon, very rare (hence price)
One handed melee weapons:


Club
-

Shortspear
2
Flint tip: -1 att and -1 dmg (min 1)
Longspear
2
Flint tip: -1 att and -1 dmg (min 1)
Quarterstaff
-

Spear
5
Flint tip: -1 att and -1 dmg (min 1)
Whip
1
Non exotic under homebrew rules for tribespeople
Ranged Weapons


Dart
0.5

Sling
-

Sling pellets
-
Specially selected stones



MARTIAL WEAPONS
Price
Notes
Light Melee Weapons:


Throwing Axe
8
Stone axe:  -1 att and -1 dmg (min 1)
Hand Axe  
6
Stone axe: -1 att and -1 dmg (min 1)
Short Sword (Bronze)
60
Bronze weapon, very rare (hence price)
One handed Melee Weapons


Battle Axe
70
Bronze weapon, very rare (hence price)
Warhammer
12
Stone head:-1 att and -1 dmg (min 1)
Two Handed Martial Weapons


Greataxe
100
Bronze weapon, very rare (hence price)
Great Club
5

Ranged Martial Weapons


Shortbow
25

Arrows (20)
1
Flint head: -1 att and -1 dmg (min 1)[/TABLE]





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