Tales
of EvenFall |
Introduction
Game RulesEvenfall Campaign
Forgotten Realms 3E Campaign
|
Step 5: Purchase EquipmentEach Persona starts out with 50 Gold Coins. Now the player should buy Equipment, Armor and Weapons. Money
____________________________ Gold Coin= 10 Silver Coins Silver Coin= 10 Copper Coins Copper Coin=1/10 Silver Coin Gold Coin= $10 Silver Coin= $1 Copper Coin= $.10 Equipment________________________________ Equipment:
Cost Backpack 3 GC Belt 2 SC Boots Short 2 GC Long 4 GC Cloak Short 5 SC Long 1 GC Clothes Plain 1 GC Middle 2 GC Fine 5 GC Very Fine 10 GC Garlic 5 SC Grappling Hook 1 GC Hammer, Iron 2 GC Hat or Cap 2 SC Holy Symbol 20 GC Holy Water 2 GC Iron Spike 3 SC Lantern 2 GC Mirror 5 SC Oil 2 SC Pole, Wooden 10 5 SC Pouch, Belt 2 SC Quiver 5 SC Rations 1 GC Rope, 50 2 GC Sack Small 3 SC Large 5 SC Shoes 1 GC Stakes, Wooden 1 SC Mallet, Wooden 5 SC Thieves Tools 20 GC Tinder Box 1 GC Torch 2 SC Waterskin 5 SC Wine 1 GC Wolfsbane 2 GC Armor___________________________________
The Armor Defense Bonus is added to the Defense Attribute. The player can decide what his armor looks like. Some suggestions for types of armor are cloth, leather, scale mail, chain mail and plate mail. Shields may be wooden or metal. The GM might decide that a wooden shield is cheaper than the listed price and metal shields are more expensive than the listed price. WeaponsAll Weapons do the same amount of damage, 1d6, except those with a number listed after the name. See the reference for details. ___________________________________ Weapon Cost Range Ammunition: Arrow 1 SC Silver-tipped Arrow 5 SC Blowgun Dart 1 SC Silver-tipped Quarrel 5 SC Sling: Stone - Lead Pellet 1 CC Silver Pellet 5 SC Axes: Axe 2 GC 25 Bows: Long Bow 20 GC 100 Hand Crossbow 40 GC 25 Bludgeons: Club 5 SC Flail 1 GC Hammer 3 GC 25 Mace 15 GC Staff 2 GC Daggers: Normal 2 GC 25 Silver 20 GC 25 Pole Weapons: Glaive 20 GC Javelin 20 GC 75 Lance 20 GC Pike 7 GC Spear 5 GC 50 Trident 5 GC 25 Swords: Short Sword 15 GC Long Sword 20 GC Other Weapons: Blackjack 1 5 SC Blowgun 2 2 GC 25 Bola 3 1 GC 50 Holy Water 4 20 GC 50 Net 5 2 GC 25 Oil, Burning 6 1 SC 50 Rock, Thrown 7 - 50 Sling 5 SC 100 Torch 8 1 SC Whip 9 2 GC 1. Blackjack: The Blackjack does only 1 point of damage, but there is a chance that it can cause a Knock Out. (1-3 on 1d6). To use this weapon effectively a successful stealth check is necessary. 2. Blowgun: The Blowgun does not do any damage, but various poison affects will apply. 3. Bola: The Bola does 1 point of damage, but there is a chance that it can entangle a target. (1-3 on 1d6). 4. Holy Water only affects undead and it does 1d6+2 damage. 5. Net: The net does not do any damage, but there is a chance that it can entangle a target. (1-3 on 1d6). 6. Oil, Burning: Burning Oil does 1d6 fire damage each turn it continues to burn. The oil will burn for two turns. 7. Rock: A thrown rock only does 1 point of damage. 8. Torch: The torch only does not do any damage, but fire damage may result the next turn. 9. Whip: The whip does 1 point of damage.
|