ARMAMENTS

With the exception of the character's natural weapons such as claws and teeth, weapons are not commonly used by the creatures in this game. Only soldiers, guards and similar have been trained to use them, and their designs can be quite remarkable.

Characters without the skill for a weapon can still use it with a -4 modifier to his Aim (in all situations). This does not apply to a character's natural weapons. Some weapons modify the attacker's STR, SPD and AIM. These and the range of weapons are described in the chart below. Note that the STR modifier only applies when determining damage. It doesn't actually make the character stronger, but ables him to inflict more damage. Note that natural weapons can only be used to parry other natural weapons, and keep in mind the simple rule: Metal hurts wood, and wood hurts flesh.

Melee weapons

Common sense can be used to determine the ranges of melee weapons. Swords, axes, etc. are usually approximately half the character's length. Spears and other long weapons can be even 2 times the character's length.

MELEE WEAPONS
WEAPON STR SPD AIM DESCRIPTION
Jaw blades +5     A peculiar two-bladed weapon held in a creature's mouth. It is basically a wooden shaft with knifelike blades on both ends. A creature bites into the shaft to hold on to the weapon, and the blades stick out on both sides of his head. This weapon is quite practical because it leaves the creatures limbs free for moving, and can be dropped and picked up very fast
Tail blade +9   -1 A weapon of various blade designs ranging from a sword to mace styled. It has a cylinder shaped part allowing it to be mounted around the tip of a creatures tail and tied to it with straps along its whole length. Note that a creature with short tail (a rabbit, for example) has to use sharp blade designs, like sword blade styled, for this weapon to be effective.
Talons +6     A set of two or three knifelike blades resembling a predator's claws. Talons are attached to a character's hand or foot with straps, and include supporting metal or wood sheets to keep the blades securely in place. The blades are positioned between the creature's fingers/toes, so that he/she has a minimum chance of hurting him/herself.
Tusker +7 per spear -1 per spear   A menacing spear-like weapon that is mounted on a creature's back with a strong harness. It is carefully balanced so that it can only be used for charging. For this it is very effective. Creatures can use up to 4 tusker spears simultaneously. The modifiers accumulate for every used spear.
1-handed weapons +6 -1   This includes one handed versions of Swords, Axes, Hammers, Maces, Clubs, etc. They are all quite similar in use effect so the only distinction between them is the preference of their user.
2-handed weapons +12 -2   This includes two handed versions of Swords, Axes, Hammers, Maces, Picks, etc. They are also comparable with each other.
Bastard weapons (1H) +6 -2   Rather large weapons that can be used with either one or two hands. Using it with one hand gives different modifiers from using it with two hands.
Bastard weapons (2H) +10 -2   Rather large weapons that can be used with either one or two hands. Using it with one hand gives different modifiers from using it with two hands.
Knife/dagger +5     Knives and daggers are quite commonly used as tools and are therefore easy to acquire. Their blades are usually no more than half the length than those of swords'.
Spear +8 -1   A long wooden shaft with a sharpened point or a metallic head mounted on it. Simple wooden spears are easy to produce by sharpening one of the ends. A character needs only one Weapon: Spear skill to use it for both hitting and throwing.
Staff +5 -1   Just a wooden staff that can be used for much more than just hitting. Its main advantage is that an opponent can never tell if a character is skilled in using his staff as a weapon.
Net   -1 -2 Doesn't do any damage, but can be used to entangle one or more opponents depending on their size. An opponent is entangled when the attacker succeeds in hitting him. The opponent can try to free himself with a normal unopposed success check using DEX as the characteristic once per Turn. When entangled the opponent is a defenseless target and can do nothing except try to free himself. Once thrown the net can be used only after it has been recovered properly. The character needs only one Weapon: Net skill to use it for both hitting and throwing.
Improvised +3 -2   Branches, chairs, mugs, or whatever the character can come by when he needs a weapon.

Ballistic weapons

Range indicates how many meters you can throw or shoot with these these weapons. Reload indicates how many Turns you have to wait before you can throw or shoot with the same weapon. Note that the STR modifier only applies when determining damage. It doesn't actually make the character stronger, but ables him to inflict more damage.

BALLISTIC WEAPONS
WEAPON STR RANGE RELOAD DESCRIPTION
Bow +4 SIZ x 5   A normal bow that fires arrows.
Crossbow +7 SIZ x 8 1 Turn Fires small arrow-like bolts, and is slow to reload, but causes more damage than an ordinary bow.
Spear +8 SIZ x 3   A long wooden shaft with a sharpened point or a metallic head mounted on it. Simple wooden spears are easy to produce by sharpening one of the ends. A character needs only one Weapon: Spear skill to use it for both hitting and throwing.
Throwing knife/dagger +5 SIZ x 3   These knives and daggers are especially balanced for throwing. A Weapon skill for throwing knife/dagger doesn't remove the -4 modifier to AIM when throwing normal knives or daggers.
Blowpipe +1 SIZ x 4   Blowpipes fire a small darts, which are usually poisoned. Without the poison, this weapon is quite ineffective.
Sling +4 SIZ x 5   Slings are used to throw rocks over a greater distance and with more power than with one's hands.
Net   SIZ x 1 2 Turns Doesn't do any damage, but can be used to entangle one or more opponents depending on their size. An opponent is entangled when the attacker succeeds in hitting him. The opponent can try to free himself with a normal unopposed success check using DEX as the characteristic once per Turn. When entangled the opponent is a defenseless target and can do nothing except try to free himself. Once thrown the net can be used only after it has been recovered properly. The character needs only one Weapon: Net skill to use it for both hitting and throwing.
Improvised   SIZ x 2   Anything can be thrown, even if it wasn't designed for it. This Includes chairs, rocks, or even melee weapons.

Armor

Armor is an efficient way to protect the character's physical well-being. As with weapons, armor isn't used too often in the Fabled Lands either. It tends to be cumbersome and slow down the character. The Armor chart below indicates how the armor modifies a character's CON and SPD. Note that the CON modifier only applies when determining damage. It doesn't make the character able to run longer, for example. A character's SPD can't be reduced below 1. Note that leather armor is always made from some other sentient being that might not be too happy to see one of its species used in such a way.

ARMOR
TYPE CON SPD DESCRIPTION
Chain helmet +2 -1 A chain mail cap with soft padding in the inside.
Chain leggings +2 -1 A chain mail for the limbs. A character can wear 2 leggings at the same time for both his fore and hind legs.
Chain mail +4 -1 A chain mail for the torso.
Leather armor +2   A leather armor for the torso.
Leather headpiece +1   A leather cap, mask, etc.
Leather leggings +1   A leather armor for the limbs. A character can wear 2 leggings at the same time for both his fore and hind legs.
Plate helmet +3 -2 A hard plate helmet.
Plate leggings +3 -2 A plate mail for the limbs. A character can wear 2 leggings at the same time for both his fore and hind legs.
Plate mail +6 -2 A plate mail for the torso.
Shield +3 -1 A normal handheld shield