Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
ARMOR COMPENDIUM FRAMEWORK
Each armor entry should include:
Armor Fields
1. ARMOR RULES INTEGRATION
Armor Class
Your system already uses:
AC = 10 + Defense + Armor
So each armor gives an Armor Bonus.
Suggested armor range:
Armor Type
Armor Bonus
Clothing / none
+0
Padded / light
+1 to +2
Reinforced light
+2 to +3
Medium armor
+3 to +4
Heavy armor
+4 to +6
Full plate / elite
+6 to +8
That keeps Defense skill relevant.
Coverage
Armor should list exactly what body parts it protects.
Standard Humanoid Coverage Zones
Not every armor protects all of them.
Example:
A mail hauberk may cover:
but not:
This matters because injury reduction only applies where the armor actually covers.
Injury Reduction / Resistance
Armor should reduce injury severity by damage type.
This is the most important part.
Suggested damage categories for armor interaction:
You do not need every armor to resist every type well. That asymmetry is good.
Resistance Ratings
Use a simple reduction model:
Resistance
Severity Reduction
None
0
Light
1
Moderate
2
Strong
3
Exceptional
4
A full plate cuirass might have:
A gambeson might have:
This is much cleaner than trying to simulate everything separately.
Durability
Armor loses durability when struck.
Suggested scale:
Durability Tier
Value
Fragile
4–6
Light
6–8
Standard
8–12
Heavy
12–16
Masterwork
16–20
Legendary
20+
Durability should be tracked per armor piece or armor set depending on detail level.
Good practical rule
Track durability by armor piece group:
That keeps it manageable.
Encumbrance Slots
Armor must matter in carry load.
Suggested slot ranges:
Armor Type
Slots
Clothing
0–1
Padded
2
Leather
2–3
4
Scale
4–5
Brigandine
4
Half plate
5
Full plate
6
Helmet
1
Gauntlets
1
Greaves
1
Shield
1
This aligns well with your encumbrance system.
Quality
Armor quality affects:
Suggested qualities:
Quality
Effect
Crude
–2 durability
Rough
–1 durability
Standard
normal
Fine
+1 durability
Superior
+2 durability
Masterwork
+4 durability, possibly +1 resistance in one category
Legendary
+6 durability, special trait
2. ARMOR CATEGORIES
I recommend dividing the compendium into:
We’ll start with the main armor list.
3. CLOTHING AND SOFT PROTECTION
These provide little or no armor bonus, but may protect against weather, discomfort, and minor hazards.
Common Clothing
Category: Clothing
Armor Bonus: +0
Slots: 1
Durability: 4
Coverage: Torso, Groin, Upper Arms, Upper Legs
Resistance:
Environmental Protection: minimal
Value: very low
Notes: everyday garments only
Traveler’s Clothing
Category: Clothing
Armor Bonus: +0
Slots: 1
Durability: 5
Coverage: Torso, Groin, Arms, Legs
Resistance:
Environmental Protection: light weather resistance
Value: low
Notes: suited for roads and mild travel
Winter Layers
Category: Cold Weather Clothing
Armor Bonus: +0
Slots: 2
Durability: 5
Coverage: Torso, Back, Arms, Legs, Groin, partial Neck
Resistance:
Environmental Protection: excellent cold protection
Movement / Skill Effects: bulky; stealth in warm weather worse
Value: moderate
Notes: best general mundane protection against freezing
Cloak, Heavy
Category: Garment
Armor Bonus: +0
Slots: 1
Durability: 3
Coverage: Back, partial Arms
Resistance:
Value: low
Notes: useful for travel, concealment, morale, and comfort
Padded Gambeson
Category: Soft Armor
Armor Bonus: +1
Slots: 2
Durability: 8
Coverage: Torso, Back, Groin, Upper Arms
Resistance:
Environmental Protection: decent cold padding
Movement / Skill Effects: little penalty
Value: low to moderate
Repair Skill: Tailoring / Textiles
Notes: excellent base layer under heavier armor
4. LIGHT ARMOR
Designed for mobility, stealth, and travel.
Leather Jerkin
Category: Light Armor
Armor Bonus: +1
Slots: 2
Durability: 7
Coverage: Torso, Back
Resistance:
Movement / Skill Effects: minimal
Value: low
Repair Skill: Leatherwork
Notes: common militia and scout armor
Reinforced Leather Armor
Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage: Torso, Back, Groin, Upper Arms
Resistance:
Movement / Skill Effects: light stealth penalty
Value: moderate
Repair Skill: Leatherwork
Notes: stronger but still mobile
Studded Leather
Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage: Torso, Back, Groin
Resistance:
Movement / Skill Effects: mild noise
Value: moderate
Repair Skill: Leatherwork / Smithing
Notes: good generalist light armor, but not truly anti-piercing
Hardened Leather Coat
Category: Light Armor
Armor Bonus: +2
Slots: 3
Durability: 10
Coverage: Torso, Back, Groin, Upper Arms
Resistance:
Value: moderate
Repair Skill: Leatherwork
Notes: best light armor against arrows among leather types
5. MEDIUM ARMOR
These balance mobility and protection.
Mail Shirt
Category: Medium Armor
Armor Bonus: +3
Slots: 4
Durability: 11
Coverage: Torso, Back, Groin, Upper Arms
Resistance:
Movement / Skill Effects: noisy; stealth disadvantage in quiet settings
Value: moderate to high
Repair Skill: Smithing
Notes: excellent vs cutting, decent vs piercing, weak vs crushing
Mail Hauberk
Category: Medium Armor
Armor Bonus: +4
Slots: 4
Durability: 12
Coverage: Torso, Back, Groin, Arms, upper Legs
Resistance:
Movement / Skill Effects: noisy, heavy, warm
Value: high
Repair Skill: Smithing
Notes: strong battlefield armor if paired with gambeson
Scale Armor
Category: Medium Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage: Torso, Back, Groin, Upper Arms, upper Legs
Resistance:
Movement / Skill Effects: moderate stealth penalty
Value: high
Repair Skill: Smithing / Leatherwork
Notes: broad protection, common military armor
Brigandine
Category: Medium Armor
Armor Bonus: +4
Slots: 4
Durability: 13
Coverage: Torso, Back, Groin
Resistance:
Movement / Skill Effects: less noisy than mail
Value: high
Repair Skill: Smithing / Tailoring / Leatherwork
Notes: one of the best balanced medium armors
Lamellar Armor
Category: Medium Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage: Torso, Back, Groin, Upper Arms
Resistance:
Movement / Skill Effects: moderate bulk
Value: high
Repair Skill: Leatherwork / Smithing
Notes: strong structured medium armor with cultural variants
6. HEAVY ARMOR
Heavy armor is expensive, burdensome, and excellent protection.
Breastplate
Category: Heavy Armor
Armor Bonus: +5
Slots: 4
Durability: 14
Coverage: Torso, partial Back
Resistance:
Movement / Skill Effects: moderate burden
Value: high
Repair Skill: Smithing
Notes: superb torso protection, but incomplete coverage
Half Plate
Category: Heavy Armor
Armor Bonus: +6
Slots: 5
Durability: 16
Coverage: Torso, Back, Groin, Arms, upper Legs
Resistance:
Movement / Skill Effects: stealth penalty, movement burden
Value: very high
Repair Skill: Smithing
Notes: elite war armor, still leaves some gaps
Full Plate Harness
Category: Heavy Armor
Armor Bonus: +7
Slots: 6
Durability: 18
Coverage: Head, Torso, Back, Groin, Arms, Hands, Legs, Feet, partial Neck, partial Face depending on helm
Resistance:
Movement / Skill Effects: strong stealth penalty, stamina burden if poorly fitted
Value: extremely high
Repair Skill: Smithing
Notes: best mundane general armor; expensive, heavy, maintenance-intensive
Tournament Plate
Category: Specialized Heavy Armor
Armor Bonus: +8
Slots: 7
Durability: 20
Coverage: nearly full body
Resistance:
Movement / Skill Effects: severe movement penalty, not suited for travel
Value: very high
Repair Skill: Smithing
Notes: best for jousts and set-piece combat, poor for adventuring
7. HELMETS AND HEAD ARMOR
Head protection should be separate because head injuries are so dangerous.
Leather Cap
Armor Bonus: +0 or +1 head only
Slots: 1
Durability: 5
Coverage: Head
Resistance:
Value: low
Notes: minimal protection
Open Helmet
Armor Bonus: +1 head only
Slots: 1
Durability: 8
Coverage: Head
Resistance:
Value: moderate
Notes: leaves face exposed
Nasal Helm / War Helm
Armor Bonus: +1 head only
Slots: 1
Durability: 10
Coverage: Head, partial Face
Resistance:
Value: moderate to high
Notes: solid battlefield protection
Great Helm / Closed Helm
Armor Bonus: +2 head only
Slots: 1
Durability: 12
Coverage: Head, Face, partial Neck
Resistance:
Movement / Skill Effects: Observation penalty, speech muffled
Value: high
Notes: excellent protection, but hampers awareness
8. LIMB ARMOR
These can be bought separately or included in larger sets.
Gauntlets
Slots: 1
Durability: 8
Coverage: Hands
Resistance:
Notes: protects grip but may reduce fine manipulation
Plate Gauntlets
Slots: 1
Durability: 10
Coverage: Hands
Resistance:
Notes: strong hand defense, poor for dexterous tasks
Vambraces
Slots: 1
Durability: 8
Coverage: Forearms
Resistance:
Greaves
Slots: 1
Durability: 9
Coverage: Lower Legs
Resistance:
Sabatons / Armored Boots
Slots: 1
Durability: 8
Coverage: Feet
Resistance:
9. SHIELDS
Shields are active defenses in your system, but they still need compendium stats.
Each shield should include:
Buckler
Category: Shield
Bonus: +1 to shield reactions
Slots: 1
Durability: 8
Coverage: partial arm / partial torso when actively used
Resistance:
Value: low to moderate
Notes: light, fast, best for duelists
Round Shield
Category: Shield
Bonus: +2 to block reactions
Slots: 1
Durability: 10
Coverage: arm, torso line
Resistance:
Value: moderate
Notes: good all-purpose battlefield shield
Kite Shield
Category: Shield
Bonus: +2
Slots: 1
Durability: 12
Coverage: torso and leg line when braced
Resistance:
Movement / Skill Effects: slight encumbrance while moving fast
Value: moderate to high
Notes: excellent against missiles
Tower Shield
Category: Shield
Bonus: +3
Slots: 2
Durability: 16
Coverage: extensive frontal cover
Resistance:
Movement / Skill Effects: heavy; poor for agile fighting
Value: high
Notes: best for formation or siege use
10. ENVIRONMENTAL ARMOR AND CLOTHING TAGS
Armor and clothing should also carry tags.
Suggested tags
Examples:
These tags are excellent for GM rulings.
11. QUALITY VARIANTS
Every armor can exist in qualities.
Crude
Standard
Fine
Superior
Masterwork
Legendary
12. VALUE SCALE
Instead of hard currency right now, use broad value bands until your currency system is finalized.
Value Band
Meaning
Trivial
peasants can buy eventually
Low
common traveler gear
Moderate
professional equipment
High
serious military equipment
Very High
noble / elite gear
Priceless
legendary or rare cultural item
13. ENCHANTMENT LINES FOR ARMOR
Since enchantments tie in later, armor entries should reserve a line for them.
Common defensive enchantments
These should be treated as add-on templates, not separate armor types every time.
14. SAMPLE ENCHANTED ARMOR VARIANTS
Insulated Mail
Base: Mail Hauberk
Adds:
Corrosion-Sealed Brigandine
Base: Brigandine
Adds:
Warded Plate
Base: Full Plate
Adds:
15. RECOMMENDED COMPENDIUM FORMAT
For your final book, every armor should be presented like this:
Full Plate Harness
Category: Heavy Armor
Armor Bonus: +7
Slots: 6
Durability: 18
Coverage: Head, Torso, Back, Groin, Arms, Hands, Legs, Feet, partial Neck
Resistance: Blunt 3, Cutting 4, Piercing 3, Crushing 2
Environmental Tags: Conductive, Heat-Trapping, Noisy
Movement Effects: heavy burden, stealth penalty
Quality Variants: Standard, Fine, Superior, Masterwork
Value: Extremely High
Repair Skill: Smithing
Notes: best general battlefield protection among mundane armors
16. DESIGN NOTES
A few important principles are already emerging:
1. Armor is about coverage, not just AC
That strongly supports your injury system.
2. Soft armor should matter
Especially for:
3. Heavy armor should not be universally best
It should be:
That keeps the game interesting.
4. Shields deserve their own mini-compendium
Because they are active-defense items, not just armor.
The best next step is to build the Weapons Compendiumin the same style: slots, durability, value, handedness, damage types available, maneuver synergy, reach, and special traits.
WEAPON COMPENDIUM FRAMEWORK
Each weapon entry contains:
Weapon Fields
1. DAMAGE TYPES
Weapons can inflict multiple types depending on use.
Damage Type
Description
Blunt
impact trauma
Cutting
slashing wounds
Piercing
deep penetration
Crushing
massive force
Fire
burning
Cold
freezing
Shock
electric / concussive
Corrosive
chemical damage
Most mundane weapons use Blunt / Cutting / Piercing / Crushing.
2. BASE SEVERITY MODIFIER
Weapons increase injury severity slightly.
Weapon Class
Severity Modifier
Improvised
+0
Small weapons
+1
Standard weapons
+2
Heavy weapons
+3
Massive weapons
+4
This modifier is added after the injury roll.
3. DURABILITY
Weapons degrade through combat.
Typical durability:
Weapon Type
Durability
Improvised
3–5
Light weapons
6–8
Standard weapons
8–10
Heavy weapons
10–12
Masterwork
+3–5 durability
Durability loss occurs on:
4. WEAPON SLOTS
Encumbrance slots determine how bulky a weapon is.
Weapon Type
Slots
Dagger
1
Short sword
1
Long sword
1
Great sword
2
Polearms
2
Bow
2
Crossbow
2
Thrown weapon bundle
1
5. MELEE WEAPONS
DAGGERS AND KNIVES
Dagger
Category: Light Melee
Slots: 1
Durability: 6
Reach: Short
Hands: 1
Damage Types:
Severity Modifier: +1
Special Traits:
Maneuver Synergy:
Value: Low
Crafting Skill: Smithing
Stiletto
Slots: 1
Durability: 5
Reach: Short
Damage Types:
Severity Modifier: +2 vs unarmored
Traits:
SWORDS
Short Sword
Slots: 1
Durability: 8
Reach: Medium
Hands: 1
Damage Types:
Severity Modifier: +2
Traits:
Longsword
Slots: 1
Durability: 9
Reach: Medium
Hands: 1–2
Damage Types:
Severity Modifier: +2
Traits:
Greatsword
Slots: 2
Durability: 10
Reach: Medium–Long
Hands: 2
Damage Types:
Severity Modifier: +3
Traits:
AXES
Hand Axe
Slots: 1
Durability: 7
Reach: Short
Damage Types:
Severity Modifier: +2
Traits:
Battle Axe
Slots: 1
Durability: 9
Reach: Medium
Damage Types:
Severity Modifier: +3
Traits:
Great Axe
Slots: 2
Durability: 10
Reach: Medium
Damage Types:
Severity Modifier: +4
Traits:
BLUNT WEAPONS
Club
Slots: 1
Durability: 6
Reach: Medium
Damage Types:
Severity Modifier: +1
Mace
Slots: 1
Durability: 9
Reach: Medium
Damage Types:
Severity Modifier: +3
Traits:
War Hammer
Slots: 1
Durability: 10
Reach: Medium
Damage Types:
Severity Modifier: +3
Traits:
POLEARMS
Polearms gain extended reach.
Spear
Slots: 2
Durability: 8
Reach: Long
Damage Types:
Severity Modifier: +2
Traits:
Halberd
Slots: 2
Durability: 10
Reach: Long
Damage Types:
Severity Modifier: +3
Traits:
Pike
Slots: 2
Durability: 9
Reach: Very Long
Damage Types:
Severity Modifier: +3
Traits:
RANGED WEAPONS
Throwing Knife
Slots: 1
Durability: 4
Damage Types:
Severity Modifier: +1
Ammo: reusable but fragile
Shortbow
Slots: 2
Durability: 8
Damage Types:
Severity Modifier: +2
Ammo:
Traits:
Longbow
Slots: 2
Durability: 9
Damage Types:
Severity Modifier: +3
Traits:
Crossbow
Slots: 2
Durability: 9
Damage Types:
Severity Modifier: +3
Traits:
Ammo:
AMMUNITION
Ammo has durability.
Ammo
Durability
Arrow
2
Bolt
2
Throwing knife
3
Javelin
4
Ammo is usually expended or lost after use.
WEAPON QUALITY
Quality affects severity and durability.
Quality
Effects
Crude
–1 durability
Standard
baseline
Fine
+1 durability
Superior
+1 severity
Masterwork
+2 durability, +1 severity
Legendary
+3 durability, +2 severity
OFFENSIVE ENCHANTMENTS
Weapons can carry magical effects.
Examples:
Flame Weapon
Adds fire damage type
Frost Weapon
Adds cold damage
Storm Weapon
Adds shock damage
Corrosive Edge
Adds corrosive damage
Wounding
Increases bleeding chance
Spirit Bane
Extra effect vs undead
SPECIAL WEAPON TAGS
Weapons may include tags:
Tag
Meaning
Reach
extended range
Light
quick weapon
Heavy
slow but powerful
Balanced
good for parrying
Armor Breaker
extra armor damage
Cleave
multi-target potential
Throwing
ranged option
Mounted
cavalry optimized
SAMPLE ENTRY FORMAT
Longsword
Category: Sword
Slots: 1
Durability: 9
Reach: Medium
Hands: 1–2
Damage Types:
Severity Modifier: +2
Tags:
Crafting Skill: Smithing
Value: High
NEXT STEPS FOR THE WEAPON SYSTEM
To complete the weapon compendium, the next systems to design should be:
These will make your combat system extremely rich and tactical without needing damage dice.
Great—this is the right place to deepen combat. Your system already has:
So the weapon rules should reinforce positioning and tactics, not add extra math.
Below is a clean integrated framework for:
All designed to fit your existing Vigor / Injury / Maneuver system.
WEAPON REACH SYSTEM
Reach determines how far a weapon can threaten and control space.
It affects:
Reach Categories
Reach
Examples
Close
dagger, knife
Short
sword, mace
Medium
longsword, axe
Long
spear, polearm
Very Long
pike, lance
Reach Effects
Reach
Effects
Close
must be adjacent
Short
standard melee
Medium
slight spacing advantage
Long
strike from outside enemy weapon range
Very Long
dominates open space
Reach Advantage Rule
If two opponents fight and one has longer reach:
Longer reach weapon gains:
• +1 attack bonus
• advantage on first engagement attack
Until the opponent closes distance.
Closing Distance
An opponent can negate reach advantage with:
Engage Maneuver
Skill: Melee Combat or Tumbling
DC: 10
Success:
Failure:
Minimum Range
Long weapons struggle in tight space.
Weapon
Minimum Range
Polearms
disadvantage in grappling range
Pikes
cannot attack adjacent targets
Spears
slight disadvantage at grappling range
Short weapons gain advantage inside reach weapons.
POSITIONING RULES
Positioning matters heavily in Heroes Bane.
Your existing movement rule already states:
moving targets impose disadvantage on attackers.
We extend that here.
Engagement Zones
When within melee range of an enemy:
You are Engaged.
Leaving engagement triggers reactions unless using:
• Disengage
• Tumbling
• Tactical withdrawal
Flanking
If two attackers threaten opposite sides of a target:
Effect:
+1 attack bonus
or
+1 injury severity
(GM choice depending on situation)
High Ground
High ground grants:
• +1 attack rolls
• advantage on shove / push maneuvers
Terrain Constraints
Certain weapons struggle in cramped spaces.
Weapon
Problem Terrain
Great weapons
tight corridors
Polearms
indoors
Longbows
forests
Pikes
stairs
Penalty: disadvantage on attacks.
Formation Fighting
Polearms and shields excel in formations.
When fighting shoulder-to-shoulder with allies:
• +1 defense
• polearms gain brace reaction
AMMO RULES
Ranged weapons use ammunition durability and retrieval rules.
AMMO DURABILITY
Ammo
Durability
Arrow
2
Bolt
2
Throwing knife
3
Javelin
4
Durability decreases when:
• hitting armor
• hitting shields
• hitting stone or ground
AMMO RESULT TABLE
When a ranged attack hits, determine what happens.
Roll 1d6:
Roll
Result
1
Pass-through
2-3
Stuck in target
4
Lodged in armor
5
Broken
6
Deflected
PASS-THROUGH
Occurs when projectile completely penetrates.
Effects:
• additional bleeding chance
• projectile lost
Common when:
STUCK IN TARGET
Projectile remains embedded.
Effects:
• +1 ongoing pain or bleeding
• removal requires Medicine check
Removing incorrectly may:
• worsen injury
LODGED IN ARMOR
Projectile stuck in armor but not body.
Effects:
• –1 durability to armor
• projectile destroyed
BROKEN
Ammo shattered.
Effects:
• projectile lost
• possible minor armor damage
DEFLECTED
Ammo bounces off armor or shield.
Effects:
• projectile lost
• minor armor durability loss possible
AMMO RETRIEVAL
After combat:
Roll 1d6 per projectile used.
Roll
Result
1-3
lost
4-5
recoverable
6
intact
WEAPON-SPECIFIC MANEUVERS
Some maneuvers work best with certain weapons.
DAGGER MANEUVERS
Kidney Strike
Skill: Melee Combat
Effect: attack from behind causes extra injury severity
Quick Draw
Skill: Sleight of Hand
Effect: draw and strike in same action
SWORD MANEUVERS
Bind Blade
Skill: Melee Combat
Effect: trap opponent weapon
Pommel Strike
Skill: Melee Combat
Damage Type: Blunt
Effect:
AXE MANEUVERS
Hook and Pull
Skill: Melee Combat
Effect:
Armor Splitter
Skill: Melee Combat
Effect:
MACE / HAMMER MANEUVERS
Crushing Blow
Skill: Melee Combat
Effect:
Bone Breaker
Skill: Melee Combat
Effect:
SPEAR MANEUVERS
Brace
Reaction maneuver
Effect:
Thrust and Withdraw
Skill: Melee Combat
Effect:
POLEARM MANEUVERS
Hook Limb
Skill: Melee Combat
Effect:
Line Break
Skill: Endurance or Melee Combat
Effect:
GREAT WEAPON MANEUVERS
Cleave
Skill: Melee Combat
Effect:
Overhead Crush
Skill: Melee Combat
Effect:
BOW MANEUVERS
Pin Shot
Skill: Marksmanship
Effect:
Precision Shot
Skill: Marksmanship
Effect:
CROSSBOW MANEUVERS
Armor Piercer
Skill: Marksmanship
Effect:
Suppression Bolt
Skill: Ranged Combat
Effect:
THROWING WEAPON MANEUVERS
Rapid Throw
Skill: Ranged Combat
Effect:
Distracting Throw
Skill: Sleight of Hand
Effect:
DESIGN BENEFITS
These rules:
• reinforce tactical movement
• make weapon choice meaningful
• interact with armor coverage
• support your injury system
• add depth without extra math
Recommended Next Step
The next subsystem that will strengthen your game significantly is:
The Monstercrafting System
Because monsters will interact with:
And that will complete the core mechanical ecosystemof your TTRPG.
Below is a clean but extensive Weapon Catalogue for Heroes Bane.
It is intentionally simple to read at the table but integrates with:
Damage types listed show what the weapon can be used for, not what it must do.
Severity modifier is the base weapon contribution to injury severity.
WEAPON CATALOGUE
Columns used:
Field
Meaning
Slots
encumbrance slots
Dur
durability
Reach
weapon reach
Sev
severity modifier
Hands
1 / 2
Types
possible damage types
Damage types abbreviated:
SMALL MELEE WEAPONS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Knife
1
5
Close
1
+1
P C
Dagger
1
6
Close
1
+1
P C B
Stiletto
1
5
Close
1
+2
P
Dirk
1
6
Close
1
+1
P C
Punch Dagger
1
6
Close
1
+2
P
Hatchet
1
7
Short
1
+2
C B
Club
1
6
Short
1
+1
B
Cudgel
1
7
Short
1
+2
B
ONE-HANDED MELEE WEAPONS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Short Sword
1
8
Short
1
+2
C P
Longsword
1
9
Medium
1–2
+2
C P B
Arming Sword
1
9
Medium
1
+2
C P
Falchion
1
8
Medium
1
+3
C
Sabre
1
8
Medium
1
+2
C
Rapier
1
7
Medium
1
+2
P
Scimitar
1
8
Medium
1
+2
C
Warhammer
1
9
Medium
1
+3
B P
Mace
1
9
Medium
1
+3
B CR
Morningstar
1
9
Medium
1
+3
P B
Battle Axe
1
9
Medium
1
+3
C B
TWO-HANDED MELEE WEAPONS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Greatsword
2
10
Medium
2
+3
C P
Claymore
2
10
Medium
2
+3
C
Zweihander
2
11
Long
2
+4
C B
Great Axe
2
10
Medium
2
+4
C CR
Maul
2
11
Medium
2
+4
CR B
War Pick
1
9
Medium
1
+3
P
Pole Hammer
2
11
Long
2
+4
B P
POLEARMS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Spear
2
8
Long
1–2
+2
P B
Javelin
1
7
Medium
1
+2
P
Pike
2
9
Very Long
2
+3
P
Halberd
2
10
Long
2
+3
C P B
Glaive
2
10
Long
2
+3
C
Bardiche
2
10
Long
2
+4
C
Partisan
2
9
Long
2
+3
P C
Lance
2
10
Very Long
2
+4
P
Special:
FLEXIBLE WEAPONS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Whip
1
6
Long
1
+1
B
Chain
1
7
Medium
1
+2
B
Flail
1
8
Medium
1
+3
B CR
Morning Flail
1
9
Medium
1
+3
B P
Flexible weapons ignore some shield defenses.
THROWING WEAPONS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Throwing Knife
1
4
Medium
1
+1
P
Throwing Axe
1
6
Medium
1
+2
C
Javelin
1
7
Long
1
+2
P
Sling Stone
—
1
Long
1
+1
B
BOWS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Ammo
Shortbow
2
8
Long
2
+2
P
Arrow
Longbow
2
9
Long
2
+3
P
Arrow
Composite Bow
2
9
Long
2
+3
P
Arrow
War Bow
2
10
Long
2
+4
P
Arrow
CROSSBOWS
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Ammo
Light Crossbow
2
9
Long
2
+3
P
Bolt
Heavy Crossbow
2
10
Long
2
+4
P
Bolt
Repeating Crossbow
2
8
Long
2
+2
P
Bolt
Arbalest
2
11
Long
2
+5
P
Bolt
EARLY FIREARMS
Use depending on setting.
Weapon
Slots
Dur
Reach
Hands
Sev
Types
Ammo
Hand Cannon
2
7
Medium
2
+5
P CR
Shot
Matchlock Musket
2
8
Long
2
+5
P CR
Shot
Wheel-lock Pistol
1
7
Medium
1
+4
P CR
Shot
Blunderbuss
2
8
Medium
2
+4
P
Shot
Firearms typically:
SIEGE WEAPONS
Weapon
Slots
Dur
Reach
Sev
Types
Ammo
Ballista
—
20
Extreme
+6
P
Bolt
Catapult
—
20
Extreme
+6
CR
Stone
Trebuchet
—
22
Extreme
+7
CR
Stone
Cannon
—
18
Extreme
+7
CR
Shot
These use crew operation rules.
AMMUNITION
Ammo
Slots
Durability
Arrow (20)
1
2
Bolt (20)
1
2
Javelin
1
4
Sling Stones (30)
1
1
Gunshot (10)
1
1
WEAPON QUALITY MODIFIERS
Quality
Effect
Crude
–1 durability
Standard
normal
Fine
+1 durability
Superior
+1 severity
Masterwork
+2 durability +1 severity
Legendary
+3 durability +2 severity
COMMON WEAPON ENCHANTMENTS
Enchantment
Effect
Flame
adds fire damage
Frost
adds cold damage
Storm
adds shock damage
Corrosion
adds acid damage
Wounding
increases bleed chance
Spirit Bane
bonus vs undead
Vampiric
drains vigor
Returning
thrown weapon returns
DESIGN BENEFITS
This catalogue:
If you'd like, the next extremely valuable systemwould be the Monster Crafting System, because it will connect:
and complete the core gameplay loop of your TTRPG.
Below is a complete Armor & Shield Catalogue framework for Heroes Bane.
It integrates directly with your existing systems:
• Injury severity tables
• Damage types
• Encumbrance slots
• Durability tracking
• Coverage by body part
• Environmental rules
• Crafting & repair
• Enchantments
• Shields as reaction tools
This catalogue is structured to be readable during play but expandable for supplements.
ARMOR & SHIELD CATALOGUE
Armor entries include:
Field
Meaning
Armor Bonus
contributes to AC
Slots
encumbrance slots
Durability
armor structural health
Coverage
body areas protected
Resistance
severity reduction vs damage types
Tags
environmental or tactical traits
Value
cost tier
Repair Skill
crafting skill used
Damage types abbreviated:
B – Blunt
C – Cutting
P – Piercing
CR – Crushing
F – Fire
CL – Cold
S – Shock
A – Acid/Corrosion
Resistance numbers = severity reduction.
CLOTHING & SOFT PROTECTION
These provide environmental benefits and minor injury mitigation.
Common Clothing
Armor Bonus: +0
Slots: 1
Durability: 4
Coverage:
Torso, Groin, Arms, Legs
Resistance:
B 0
C 0
P 0
CR 0
Tags:
Comfortable
Value: trivial
Traveler’s Clothes
Armor Bonus: +0
Slots: 1
Durability: 5
Coverage:
Torso, Arms, Legs
Resistance:
CL 1
B 0
Tags:
Weather-resistant
Value: low
Winter Layers
Armor Bonus: +0
Slots: 2
Durability: 5
Coverage:
Torso, Back, Arms, Legs
Resistance:
CL 3
B 1
Tags:
Coldproof, Bulky
Value: moderate
LIGHT ARMOR
Designed for mobility and stealth.
Gambeson (Padded Armor)
Armor Bonus: +1
Slots: 2
Durability: 8
Coverage:
Torso, Back, Groin, Upper Arms
Resistance:
B 2
C 1
P 1
CR 1
CL 2
Tags:
Quiet, Insulated
Repair Skill:
Tailoring
Value: low–moderate
Leather Jerkin
Armor Bonus: +1
Slots: 2
Durability: 7
Coverage:
Torso, Back
Resistance:
B 1
C 1
P 1
Tags:
Flexible
Repair Skill:
Leatherwork
Value: low
Reinforced Leather Armor
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage:
Torso, Back, Groin, Arms
Resistance:
B 1
C 2
P 1
CR 1
Tags:
Flexible
Repair Skill:
Leatherwork
Value: moderate
Studded Leather
Armor Bonus: +2
Slots: 3
Durability: 9
Coverage:
Torso, Back, Groin
Resistance:
B 1
C 2
P 2
Tags:
Noisy
Repair Skill:
Leatherwork + Smithing
Value: moderate
MEDIUM ARMOR
Balanced protection and mobility.
Mail Shirt
Armor Bonus: +3
Slots: 4
Durability: 11
Coverage:
Torso, Back, Groin, Upper Arms
Resistance:
B 1
C 3
P 2
CR 1
Tags:
Noisy, Conductive
Repair Skill:
Smithing
Value: moderate–high
Mail Hauberk
Armor Bonus: +4
Slots: 4
Durability: 12
Coverage:
Torso, Back, Groin, Arms, Upper Legs
Resistance:
B 1
C 3
P 2
CR 1
Tags:
Noisy
Repair Skill:
Smithing
Value: high
Scale Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage:
Torso, Back, Groin, Arms, Upper Legs
Resistance:
B 2
C 3
P 2
CR 1
Tags:
Rigid
Repair Skill:
Smithing / Leatherwork
Value: high
Brigandine
Armor Bonus: +4
Slots: 4
Durability: 13
Coverage:
Torso, Back, Groin
Resistance:
B 2
C 3
P 2
CR 2
Tags:
Quiet for metal armor
Repair Skill:
Smithing / Tailoring
Value: high
Lamellar Armor
Armor Bonus: +4
Slots: 5
Durability: 12
Coverage:
Torso, Back, Groin, Arms
Resistance:
B 2
C 3
P 2
CR 1
Tags:
Flexible plate
Repair Skill:
Smithing
Value: high
HEAVY ARMOR
Maximum battlefield protection.
Breastplate
Armor Bonus: +5
Slots: 4
Durability: 14
Coverage:
Torso, partial Back
Resistance:
B 2
C 4
P 3
CR 2
Tags:
Rigid
Repair Skill:
Smithing
Value: high
Half Plate
Armor Bonus: +6
Slots: 5
Durability: 16
Coverage:
Torso, Back, Groin, Arms, Upper Legs
Resistance:
B 2
C 4
P 3
CR 2
Tags:
Heavy, Noisy
Repair Skill:
Smithing
Value: very high
Full Plate Harness
Armor Bonus: +7
Slots: 6
Durability: 18
Coverage:
Head
Torso
Back
Groin
Arms
Hands
Legs
Feet
Resistance:
B 3
C 4
P 3
CR 2
Tags:
Conductive, Heat-Trapping, Noisy
Repair Skill:
Smithing
Value: extremely high
Tournament Plate
Armor Bonus: +8
Slots: 7
Durability: 20
Coverage:
Nearly full body
Resistance:
B 3
C 4
P 4
CR 3
Tags:
Very heavy
Repair Skill:
Master Smithing
Value: elite / ceremonial
HELMETS
Head injuries are extremely dangerous.
Leather Cap
Armor Bonus: +1 (head only)
Slots: 1
Durability: 5
Resistance:
B 1
C 1
Value: low
Open Helmet
Armor Bonus: +1
Slots: 1
Durability: 8
Resistance:
B 2
C 2
P 1
Nasal Helm
Armor Bonus: +1
Slots: 1
Durability: 10
Resistance:
B 2
C 3
P 2
Great Helm
Armor Bonus: +2
Slots: 1
Durability: 12
Coverage:
Head, Face
Resistance:
B 3
C 4
P 3
Tags:
Reduced perception
LIMB ARMOR
Optional additions.
Vambraces
Slots: 1
Durability: 8
Coverage:
Forearms
Resistance:
C 2
B 1
Gauntlets
Slots: 1
Durability: 8
Coverage:
Hands
Resistance:
C 2
B 1
Greaves
Slots: 1
Durability: 9
Coverage:
Lower legs
Resistance:
C 2
B 2
Sabatons
Slots: 1
Durability: 8
Coverage:
Feet
Resistance:
C 2
B 2
SHIELD CATALOGUE
Shields are active defenses used with reactions.
Buckler
Slots: 1
Durability: 8
Block Bonus: +1
Coverage:
Partial arm and torso
Resistance:
B 1
C 2
P 1
Traits:
Fast, Duelist shield
Value: low
Round Shield
Slots: 1
Durability: 10
Block Bonus: +2
Resistance:
B 2
C 2
P 2
Traits:
Balanced
Value: moderate
Kite Shield
Slots: 1
Durability: 12
Block Bonus: +2
Resistance:
B 2
C 3
P 3
Traits:
Missile protection
Value: moderate–high
Heater Shield
Slots: 1
Durability: 11
Block Bonus: +2
Resistance:
B 2
C 2
P 2
Traits:
Mounted combat
Value: moderate
Tower Shield
Slots: 2
Durability: 16
Block Bonus: +3
Resistance:
B 3
C 3
P 4
Traits:
Cover shield
Movement penalty applies.
Value: high
SHIELD BASH DAMAGE
Shields can be used offensively.
Damage type:
Blunt
Severity modifier:
Shield
Severity
Buckler
+1
Round
+2
Kite
+2
Tower
+3
ARMOR QUALITY
All armor can have quality levels.
Quality
Effect
Crude
–2 durability
Standard
baseline
Fine
+1 durability
Superior
+2 durability
Masterwork
+4 durability +1 resistance
Legendary
+6 durability +2 resistance
ARMOR ENCHANTMENTS
Common defensive enchantments.
Enchantment
Effect
Warding
+1 resistance vs one type
Insulated
reduces shock & cold
Heatwarded
reduces fire damage
Corrosion-Sealed
acid resistance
Silent
reduces noise penalties
Lifebound
improves healing effects
DESIGN BENEFITS
This catalogue:
• works with injury tables
• supports durability and repair
• interacts with weapon damage types
• supports crafting and enchantments
• supports encumbrance system
• allows modular armor builds
Recommended next subsystem
The Monster Compendium / Monster Creation System is the next ideal step because monsters will interact with:
and will complete the mechanical ecosystem of Heroes Bane.
Below are 20 Sample Spells for Heroes Baneusing your spellcrafting system.
They are presented as Spell Recipes so players and GMs can cast quickly without recalculating every modifier.
Each includes:
These are balanced around DC 12–20, suitable for early to mid campaigns.
SAMPLE SPELL COMPENDIUM
1. Firebolt
Spell Skill: Spellcrafting / Destruction
Magnitude: Moderate (+4)
Range: Medium (+4)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Sulfur (-2)
Spell DC = 14
Vigor Cost: 1
Effect:
Launch a bolt of flame at a target.
Damage Type:
Fire
Notes:
Ignites flammable materials.
2. Spark
Spell Skill: Spellcrafting
Magnitude: Trivial (+0)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Reflex (0)
Components: None
Spell DC = 10
Vigor Cost: 0
Effect:
Create a small spark to ignite fire or light tinder.
3. Mage Light
Spell Skill: Spellcrafting
Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Quartz (-2)
Spell DC = 12
Vigor Cost: 1
Effect:
Create floating magical light illuminating a small area.
4. Frostbite
Spell Skill: Biomancy / Elemental
Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Ice shard (-2)
Spell DC = 12
Vigor Cost: 1
Effect:
Chilling energy causes cold injury.
Damage Type:
Cold
Possible Effect:
Slows target briefly.
5. Shock Touch
Spell Skill: Spellcrafting
Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Copper wire (-2)
Spell DC = 10
Vigor Cost: 1
Effect:
Electrical discharge shocks target.
Damage Type:
Shock
May cause disorientation.
6. Minor Healing
Spell Skill: Restoration
Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Auravita water (-4)
Spell DC = 6
Minimum DC: 10
Vigor Cost: 1
Effect:
Restore 1–2 Vigor.
Stabilizes minor wounds.
7. Purify Water
Spell Skill: Restoration
Magnitude: Minor (+2)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Conditional (+4)
Casting Time: 10 seconds (-4)
Components: Salt (-2)
Spell DC = 10
Vigor Cost: 0
Effect:
Purifies contaminated water.
Removes poison or disease risk.
8. Stone Skin
Spell Skill: Biomancy / Enchanting
Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Layered (+2)
Casting Time: 10 seconds (-4)
Components: Granite dust (-2)
Spell DC = 14
Vigor Cost: 2
Effect:
Target gains +1 blunt and cutting resistance.
9. Gust
Spell Skill: Spellcrafting
Magnitude: Minor (+2)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Feather (-2)
Spell DC = 10
Vigor Cost: 1
Effect:
Push creatures or objects back.
10. Shadow Veil
Spell Skill: Shadow Magic
Magnitude: Moderate (+4)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Layered (+2)
Casting Time: Action (-2)
Components: Shadowcap fungus (-6)
Spell DC = 12
Vigor Cost: 2
Effect:
Gain advantage on stealth.
11. Detect Magic
Spell Skill: Divination
Magnitude: Minor (+2)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Simple (+0)
Casting Time: 10 seconds (-4)
Components: Quartz crystal (-2)
Spell DC = 10
Vigor Cost: 1
Effect:
Reveal magical auras.
12. Fear Pulse
Spell Skill: Mind Magic
Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Instant (+0)
Complexity: Layered (+2)
Casting Time: Action (-2)
Components: Bone dust (-4)
Spell DC = 12
Vigor Cost: 2
Effect:
Targets lose 1 morale.
13. Flame Shield
Spell Skill: Elemental
Magnitude: Moderate (+4)
Range: Self (+0)
Duration: Minutes (+4)
Complexity: Reactive (+6)
Casting Time: 10 seconds (-4)
Components: Dragon blood (-8)
Spell DC = 12
Vigor Cost: 3
Effect:
Attackers suffer fire damage when striking the caster.
14. Vine Grasp
Spell Skill: Biomancy
Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Rounds (+2)
Complexity: Reactive (+6)
Casting Time: Action (-2)
Components: Sylvara bloodsap (-6)
Spell DC = 16
Vigor Cost: 2
Effect:
Plants restrain enemies.
15. Lightning Lance
Spell Skill: Elemental
Magnitude: Major (+6)
Range: Long (+6)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Stormglass (-4)
Spell DC = 16
Vigor Cost: 3
Effect:
Powerful lightning strike.
Damage Type:
Shock
16. Animate Corpse
Spell Skill: Necromancy
Magnitude: Major (+6)
Range: Touch (+0)
Duration: Hours (+6)
Complexity: Layered (+2)
Casting Time: 1 minute (-6)
Components: Grave dust (-4)
Spell DC = 14
Vigor Cost: 3
Effect:
A spirit inhabits the corpse.
Backlash risk increased.
17. Ward Circle
Spell Skill: Wardcraft
Magnitude: Moderate (+4)
Range: Close (+2)
Duration: Hours (+6)
Complexity: Conditional (+4)
Casting Time: 10 minutes (-8)
Components: Silver dust (-4)
Spell DC = 14
Vigor Cost: 2
Effect:
Prevents entry of hostile creatures.
18. Arcane Bolt
Spell Skill: Spellcrafting
Magnitude: Moderate (+4)
Range: Medium (+4)
Duration: Instant (+0)
Complexity: Simple (+0)
Casting Time: Action (-2)
Components: Quartz (-2)
Spell DC = 14
Vigor Cost: 1
Effect:
Pure arcane energy projectile.
19. Water Breathing
Spell Skill: Biomancy
Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Minutes (+4)
Complexity: Conditional (+4)
Casting Time: 10 seconds (-4)
Components: Pearl (-4)
Spell DC = 14
Vigor Cost: 2
Effect:
Target can breathe underwater.
20. Stone Shape
Spell Skill: Earth Magic
Magnitude: Moderate (+4)
Range: Touch (+0)
Duration: Instant (+0)
Complexity: Conditional (+4)
Casting Time: 1 minute (-6)
Components: Granite shard (-4)
Spell DC = 8
Minimum DC: 10
Vigor Cost: 2
Effect:
Shape stone structures.
DESIGN NOTES
These sample spells:
• show how the spellcrafting formula works
• demonstrate component importance
• encourage creative spell design
• give GMs quick reference spells
They also reinforce the theme that magic is constructed rather than memorized.
Armor Compendium
1. ARMOR CATEGORIES
Type
Example Materials
Purpose
Traits
Cloth / Padded
quilt, gambeson
stop cuts, soften blunt
layers help; weak to piercing
Leather
boiled leather
flexible, light
decent vs cuts, weak vs blunt
Studded / Reinforced Leather
leather + metal bits
anti-cut, moderate defense
moderate ADS
Chain / Mail
rings
great vs cuts/teeth
weak vs blunt & pierce thrusts
Scale
metal/ bone scales
cut & pierce control
higher weight
Lamellar
laced plates
balanced coverage
good all around
Plate
solid forged plates
highest defense
heavy but strong
Exotic
chitin, bone, magic composites
situational
adjust per material
Each armor piece is tied to a body location, matching your injury system.
2. ARMOR LAYERS
Your system is simulationist, so layering matters.
Players can wear up to:
1 Soft Layer (cloth, padded)
1 Flexible Layer (leather, chain)
1 Rigid Layer (plate, lamellar, scale)
Layering increases:
DR (Defense Rating) collectively
ADS (Durability) separately
Example:
Cloth under chain under plate = 3 layers.
3. ARMOR QUALITY TIERS
Quality
DR Modifier
ADS Modifier
Notes
Crude
–1 DR
×0.75
poor fit, brittle
Common
base
base
standard
Good
+1 DR
×1.25
reinforced
Fine
+2 DR
×1.5
artisan crafted
Masterwork
+3 DR
×2
superior engineering
Legendary
+4 DR
×3
magical forging, relic
These stack cleanly with all other rules.
4. ARMOR DURABILITY SCORE (ADS)
ADS = how much armor damage (AD) it can take before:
losing DR
breaking
falling off
exposing the wearer
Different types have different base ADS.
BASE ADS BY ARMOR TYPE (per body part piece)
Type
ADS
Cloth/padded
8
Leather
12
Reinforced Leather
16
Chain/Mail
20
Scale
22
Lamellar
24
Plate
30
Magical/Exotic
30–40+
Multiply by Quality Modifier.
Example: Fine Plate
ADS = 30 × 1.5 = 45
5. DEFENSE RATING (DR)
DR reduces injury severity before rolling your d12 injury table.
Example:
Attack Severity = 9
DR = 3
New Severity = 6
→ hits your “moderate injury” category instead of “deep damage”.
BASE DR PER ARMOR TYPE (per layer)
Type
DR
Cloth/padded
1
Leather
2
Reinforced Leather
3
Chain/Mail
4 vs cutting, 2 vs blunt, 1 vs piercing
Scale
4
Lamellar
5
Plate
6
Magical/Exotic
6–8
Apply quality modifier after weapon-type adjustments.
6. ARMOR DAMAGE CALCULATION (AD)
Each hit also deals Armor Damage (AD).
AD depends on:
damage type
weapon traits
severity
AD = Severity + Weapon Modifier – Armor Type Modifier
Weapon modifiers:
Blunt +3
Cutting +2
Piercing +1
Crushing/Massive +4
Fire +4 vs cloth/leather
Cold –1 (rigid armor low damage)
Corrosive +5 (always)
Lightning –2 (unless chain +4)
Acid ignores modifiers: always severity × 1.5 (rounded down)
Armor type modifiers:
Cloth: 0
Leather: 1
Reinforced: 2
Chain: 3
Lamellar: 3
Scale: 4
Plate: 5
Exotic: 4–6
Example: Severity 8 blunt vs chain
AD = 8 +3 –3 = 8 AD
Hit armor with 8 durability damage.
7. BREAKPOINTS
Armor begins to degrade at certain ADS thresholds:
% of ADS Remaining
State
Effect
100–75%
Intact
full DR
74–50%
Worn
–1 DR
49–25%
Damaged
–2 DR
24–1%
Failing
–3 DR, +50% AD received
0%
Broken
no DR; falls apart
8. MAINTENANCE & REPAIR
Armor needs upkeep.
Maintenance (daily)
Roll Craft or Smithing: SDL = 3
Success: prevents wear from travel/environment.
Fail: –1 ADS for that day.
Battle Repair
SDL = 6
Restores 1d6 ADS.
Full Workshop Repair
SDL = 4
Restores ADS to full but costs materials.
Corrosion requires Herbalism/chemistry SDL 5 to neutralize first.
9. SHIELDS
Shields are armor that can redirect, block, or sacrifice durability.
SHIELD TYPES
Shield
ADS
DR
Traits
Buckler
10
+2
light, 25% block
Round Shield
20
+3
50% block
Kite Shield
25
+4
60% block
Tower Shield
35
+5
80% block
Exotic/Heavy
30–40
+6
varies
BLOCK RULE
When attacked, roll Block Save:
Roll: d12 + Shield Skill
SDL = attack severity
Success: block → shield takes full AD
Failure: shield takes half AD, you take full severity (after DR)
Shields BREAK dramatically when ADS hits 0.
10. WEAPON VS ARMOR: PENETRATION MATRIX
Weapon Type
Cloth
Leather
Chain
Scale
Lamellar
Plate
Blunt
High
High
Very High
Medium
Medium
Low
Cutting
Medium
Medium
Low
Medium
Low
Very Low
Piercing
Medium
High
High
High
High
Medium
Crushing
High
High
High
High
High
High
Values set DR and AD modifiers.
11. ATTACK RESOLUTION PROCEDURE (GM Reference)
Determine Hit Location (you already have this)
Calculate Attack Severity (your d12 system)
Apply DR
Severity – Total DR = New Severity
Roll Injury Table for that damage type
Calculate AD (Armor Damage)
Reduce Armor ADS
If armor is broken/worn adjust DR accordingly
Apply injury + stamina/morale loss
Check for shock / psychological effects
Everything ties together elegantly.
D100 ARMOR & SHIELD TABLE
(Roll d100 or choose as you like)
Format:
Name — Type — ADS — DR — Layers — ES — Notes
d1–20: Soft & Flexible Armors
Gambeson (thick quilt) — Cloth — ADS 10 — DR 1 — Soft — ES 1
Padded Vest — Cloth — ADS 8 — DR 1 — Soft — ES 1
Travel Coat (reinforced) — Cloth — ADS 10 — DR 1 — Soft — ES 1
Fur Jerkin — Cloth — ADS 12 — DR 1 — Soft — ES 1 — Cold resistant
Ranger Wraps — Cloth — ADS 6 — DR 1 — Soft — ES 1 — Quiet movement
Peasant Apron (thick hemp) — Cloth — ADS 6 — DR 0 — Soft — ES 0.5
Silk Undervest (laminated) — Cloth — ADS 12 — DR 2 vs pierce — Soft — ES 1
Boiled Linen Coat — Cloth — ADS 9 — DR 1 — Soft — ES 1
Winter Layer (fur + quilt) — Cloth — ADS 12 — DR 1 — Soft — ES 2
Fire-Resistant Coat (treated) — Cloth — ADS 8 — DR 1 — Soft — ES 1.5 — Fire DR +1
Soft Leather Vest — Leather — ADS 12 — DR 2 — Flex — ES 1
Leather Jacket (reinforced seams) — Leather — ADS 14 — DR 2 — Flex — ES 1
Wolfskin Brigand Coat — Leather — ADS 16 — DR 2 — Flex — ES 1.5
Boiled Leather Cuirass — Leather — ADS 18 — DR 2 — Flex — ES 1.5
Hunter Leathers (light) — Leather — ADS 12 — DR 2 — Flex — ES 1
Lacquered Leather Vest — Leather — ADS 20 — DR 3 — Flex — ES 1.5
Studded Leather Armor — Reinforced Leather — ADS 18 — DR 3 — Flex — ES 2
Beast-Hide Mail — Reinforced Leather — ADS 20 — DR 3 — Flex — ES 2
Chitin Carapace Vest — Exotic Flex — ADS 22 — DR 3 — Flex — ES 1.5
Snake-Scale Leather Shirt — Exotic Flex — ADS 20 — DR 3 — Flex — ES 2
d21–40: Mail, Lamellar, Scale, & Hybrids
Chain Shirt — Chain — ADS 20 — DR 4(cut)/2(blunt)/1(pierce) — Flex — ES 2
Chain Hauberk — Chain — ADS 24 — DR 4/2/1 — Flex — ES 3
Riveted Mail — Chain — ADS 26 — DR 5/3/2 — Flex — ES 3
Dwarven Ringmail — Chain — ADS 32 — DR 5/3/2 — Flex — ES 2.5
Chain Coif — Chain — ADS 14 — DR 3/1/1 — Flex — ES 1
Chain Skirt — Chain — ADS 18 — DR 3/1/1 — Flex — ES 1
Scalemail Shirt — Scale — ADS 22 — DR 4 — Rigid — ES 2
Scalemail Cuirass — Scale — ADS 26 — DR 5 — Rigid — ES 3
Bronze Scale Vest — Scale — ADS 24 — DR 4 — Rigid — ES 2
Dragonscale Layer (mundane) — Exotic Scale — ADS 30 — DR 5 — Rigid — ES 3
Lamellar Vest (wooden plates) — Lamellar — ADS 18 — DR 3 — Rigid — ES 2
Lamellar Cuirass (bone laced) — Lamellar — ADS 22 — DR 4 — Rigid — ES 2.5
Iron Lamellar Harness — Lamellar — ADS 28 — DR 5 — Rigid — ES 3
Banded Lamellar — Lamellar — ADS 30 — DR 5 — Rigid — ES 3
Samurai-style Laced Armor — Lamellar — ADS 32 — DR 5 — Rigid — ES 3
Scale-Lamellar Hybrid — Exotic — ADS 32 — DR 5 — Rigid — ES 3
Mail-and-Plate Hybrid — Mixed — ADS 34 — DR 5 — Soft+Flex+Rigid — ES 4
Boar-Tooth Scale Vest — Exotic — ADS 26 — DR 4 — Rigid — ES 2
Sharkskin Reinforced Mail — Exotic — ADS 24 — DR 4 — Flex — ES 2
Ceramic Plate-Lamellar — Exotic — ADS 28 — DR 6 vs cutting — ES 3
d41–70: Plate Armor (the heavy hitters)
Half-Plate Vest — Plate — ADS 28 — DR 5 — Rigid — ES 3
Breastplate — Plate — ADS 30 — DR 6 — Rigid — ES 3
Curved Breastplate (tourney) — Plate — ADS 32 — DR 6 — Rigid — ES 3
Segmented Plate — Plate — ADS 34 — DR 6 — Rigid — ES 3.5
Full Cuirass (front+back) — Plate — ADS 40 — DR 6 — Rigid — ES 4
Knights’ Harness (partial plate) — Plate — ADS 42 — DR 6 — Rigid — ES 5
Full Plate (normal steel) — Plate — ADS 45 — DR 6 — Soft+Flex+Rigid — ES 6
Dwarven Full Plate — Plate — ADS 50 — DR 7 — ES 6
Gothic Plate (fluted) — Plate — ADS 55 — DR 7 — ES 6
Heavy Tournament Armor — Plate — ADS 60 — DR 8 — ES 7
Elven Curved Plate (lightweight) — Exotic — ADS 35 — DR 6 — ES 4
Orcish Forged Plate (thick) — Plate — ADS 48 — DR 7 — ES 6
Crude Forge-Welded Plate — Plate — ADS 26 — DR 5 — ES 4
Skull-Embossed Half-Plate — Exotic — ADS 36 — DR 6 — ES 3.5
Bronze Plate Cuirass — Plate — ADS 30 — DR 5 — ES 3
Bone Plate Harness — Exotic — ADS 32 — DR 5 — ES 3.5
Heavy Laminar Plate — Plate — ADS 46 — DR 7 — ES 5
Chitinous Heavy Armor — Exotic — ADS 40 — DR 6 — ES 4
Serpent-Scale Composite Plate — Exotic — ADS 42 — DR 7 — ES 4
Arcane Alloy Plate — Exotic — ADS 50 — DR 8 — ES 5
Ritual Plate (ceremonial, effective) — Plate — ADS 38 — DR 6 — ES 4
Steam-Studded Boilerplate — Exotic — ADS 52 — DR 7 — ES 6
Bone-Plate Hybrid — Exotic — ADS 33 — DR 5 — ES 3
Reinforced Tower Cuirass — Plate — ADS 55 — DR 7 — ES 7
Warlock-Cured Iron Suit — Exotic — ADS 60 — DR 8 — ES 5
Dragonbone Cuirass — Exotic — ADS 45 — DR 7 — ES 4
Meteor-Iron Segment Plate — Exotic — ADS 60 — DR 8 — ES 5
Ghost-Steel Plate (light enchant) — Exotic — ADS 50 — DR 7 — ES 4
Demon-Forged Black Plate — Exotic — ADS 70 — DR 8 — ES 5
Royal Masterwork Full Plate — Masterwork — ADS 75 — DR 9 — ES 6
d71–100: Shields (all types)
Buckler (steel) — ADS 15 — DR +2 — ES 1
Buckler (leather) — ADS 10 — DR +1 — ES 1
Iron Buckler — ADS 18 — DR +2 — ES 1
Reinforced Buckler — ADS 20 — DR +3 — ES 1.5
Round Shield (wood) — ADS 20 — DR +3 — ES 2
Round Shield (iron bound) — ADS 26 — DR +3 — ES 2
Viking-Style Round Shield — ADS 28 — DR +4 — ES 2
Horn-Banded Round Shield — ADS 30 — DR +4 — ES 2
Kite Shield (knight) — ADS 30 — DR +4 — ES 2.5
Kite Shield (reinforced) — ADS 36 — DR +5 — ES 3
Bone Kite Shield — ADS 32 — DR +4 — ES 2.5
Bronze-Kite Shield — ADS 28 — DR +4 — ES 3
Tower Shield (wood/metal) — ADS 35 — DR +5 — ES 4
Tower Shield (iron-banded) — ADS 40 — DR +6 — ES 4
Heavy Siege Shield — ADS 45 — DR +6 — ES 4.5
Giant Tower Shield — ADS 60 — DR +7 — ES 5
Chitinous Tower Shield — ADS 38 — DR +5 — ES 4
Dragonbone Shield — ADS 50 — DR +6 — ES 3.5
Lamellar Pavise Shield — ADS 42 — DR +6 — ES 4
Reinforced Arc-Shield (curved) — ADS 48 — DR +6 — ES 4
Ceremonial Gold Shield — ADS 20 — DR +2 — ES 3
Antique Bronze Shield — ADS 25 — DR +3 — ES 2
Orcish Cleaver-Shield — ADS 30 — DR +4 — ES 3
Dwarven Shield-Hammer Hybrid — ADS 40 — DR +5 — ES 3
Ghost-Steel Shield — ADS 50 — DR +6 — ES 2 — unusually light
Runed Pavise — ADS 45 — DR +6 — ES 4
Arcane Mirror Shield — ADS 35 — DR +5 vs magic — ES 3
Stormguard Shield — ADS 40 — DR +5 — ES 3 — lightning resistance
Demon-Plate Shield — ADS 55 — DR +7 — ES 4
Legendary Aegis of the First King — ADS 80 — DR +9 — ES 4 — treat as masterwork
Chapter 32
Armor
ARMOR & CLOTHING COMPENDIUM
(All values assume human-sized Medium frame)
d100 Item Slots PR DR CF Notes
01 Linen undershirt / smallclothes ½ 0 5 +3 Base layer; prevents chafe, +1 comfort.
02 Traveler’s tunic & trousers 1 0 8 +2 Standard clothing; dries fast.
03 Padded gambeson 2 +1 10 +2 Worn under armor; minor blunt absorb.
04 Quilted jack 2 +1 12 +3 Warm but heavy when wet.
05 Leather jerkin 1 +2 15 +1 Light protection, good mobility.
06 Hardened leather cuirass 2 +3 18 0 Stiff; requires oiling.
07 Studded leather coat 2 +3 20 –1 Chain-resistant; noisy.
08 Brigandine vest 3 +4 25 –1 Metal plates in canvas.
09 Chain shirt (short sleeves) 2 +3 20 –1 Cool compromise layer.
10 Full chain hauberk 3 +4 25 –2 Heavy; rust risk.
11 Scale cuirass 3 +4 28 –1 Good slashing defense.
12 Half-plate harness 4 +5 30 –2 Common knight armor.
13 Full plate harness 6 +6 40 –3 Supreme defense; heat trap.
14 Ceremonial plate 5 +4 25 –3 Ornate, fragile, social bonus +1.
15 Chain coif 1 +1 10 –1 Head coverage.
16 Iron helm (open-face) 1 +2 12 –2 Common knight helm.
17 Great helm / closed visor 2 +3 15 –3 Disadvantage Perception (hearing / sight).
18 Leather cap / coif ½ +1 8 +1 Warm headgear.
19 Padded hood ½ 0 6 +2 Civilian warmth.
20 Wool cloak 1 0 6 +3 +1 cold resist; flammable.
21 Rain cloak (oil-treated) 1 0 8 +2 +2 rain resist.
22 Desert wrap / scarf set 1 0 6 +3 +3 heat resist; dust shield.
23 Arctic furs 3 0 10 +4 +4 cold resist; heavy.
24 Padded sleeves & trousers 2 +1 10 +2 Adds limb defense.
25 Chain leggings 2 +2 15 –1 For legs; noisy.
26 Plate greaves 2 +3 20 –2 –1 Move.
27 Leather bracers ½ +1 10 0 Arms only.
28 Metal vambraces 1 +2 15 –1 Parry bonus +1.
29 Gauntlets, leather ½ +1 8 0 Hand coverage.
30 Gauntlets, plate 1 +2 12 –1 Protects vs disarm.
31 Boots, soft 1 0 8 +2 Silent step +1 Stealth.
32 Boots, reinforced 1 +1 12 +1 All-terrain.
33 Sabatons 1 +2 15 –1 Metal foot guards.
34 Riding boots 1 +1 10 +1 +1 Riding.
35 Explorer’s outfit 2 0 10 +3 Integrated pockets (+2 slots).
36 Miner’s overalls 2 0 10 +2 +1 Masonry; heat trap.
37 Farmer / laborer garb 1 0 8 +2 +1 Work fatigue resist.
38 Scholar’s robe 1 0 6 +3 +1 Focus saves.
39 Merchant’s coat 1 0 6 +3 +1 Social checks.
40 Noble attire 2 0 10 +4 +2 Social; fragile (DR –5 if wet).
41 Laboratory apron 1 0 8 +2 +1 Alchemy safety.
42 Mechanist’s rig 3 +1 20 –1 +3 slots for tools; sparks hazard.
43 Medical smock 1 0 8 +2 +1 Medicine.
44 Scout leathers (camouflaged) 2 +2 18 +1 +1 Stealth in terrain.
45 Thief’s garb (black cloth) 1 0 8 +3 +2 Stealth night.
46 Monk’s wraps ½ 0 6 +3 +1 Unarmed combat.
47 Battle robes (lightly warded) 2 +2 15 +1 Counts as both armor & robes.
48 Enchanter’s mantle 1 0 8 +3 +1 Focus, fragile.
49 Pilgrim’s outfit 2 0 10 +3 +1 Endurance vs weather.
50 Sailor’s gear (oilcloth + boots) 2 0 10 +2 +2 swim resist; anti-slip.
51 Hunter’s furs 3 +1 12 +3 +1 Stealth forest.
52 Guard uniform (light) 2 +2 15 +1 Identifiable livery.
53 Guard uniform (heavy) 3 +3 20 –1 As above, restricts stealth.
54 Priest’s vestments 1 0 6 +4 +1 Resolve saves.
55 Cold-weather parka 3 0 12 +4 +4 cold resist; bulky.
56 Desert nomad armor (layered linen) 2 +2 18 +2 +4 heat resist.
57 Swamp wader suit 2 +1 15 +1 Waterproof; –1 heat comfort.
58 Rainproof coat & hood 1 0 10 +3 +2 rain resist.
59 Padded gloves (worker) ½ 0 6 +2 Prevents blisters.
60 Thick mittens ½ 0 8 +3 Cold resist +2; fine work –1.
61 Scarf / muffler ¼ 0 4 +3 +1 cold resist.
62 Goggles / visor ¼ 0 6 0 Sand or forge protection.
63 Face mask / veil ¼ 0 4 +2 Dust and disease protection.
64 Apron, smith 1 0 12 +1 Fire resist +1 for sparks.
65 Apron, cook / craft ½ 0 8 +2 Stain-resistant.
66 Backpack harness (integrated) 1 0 10 +1 +5 slots capacity.
67 Belt rig / utility harness ½ 0 8 +2 +3 slots for small gear.
68 Bandolier ½ 0 6 +2 +2 ammo slots.
69 Cloak of camouflage (mundane) 1 0 6 +3 +2 Stealth in wilderness.
70 Cloak, travel-stained 1 0 6 +3 Common traveler gear.
71 Half-cloak (short) ½ 0 4 +2 Stylish, minor warmth.
72 Tabard (heraldic) ½ 0 6 +2 Displays faction symbol.
73 Apron, alchemical (rubberized) 1 0 10 +1 Acid resist +1.
74 Heavy apron, armored 2 +2 20 0 Used by smiths in battle.
75 Shield, buckler 1 +2 block 12 0 +1 Reflex reactions.
76 Shield, small round 2 +3 block 18 –1 +1 Parry.
77 Shield, kite / heater 3 +4 block 25 –1 Covers torso & arm.
78 Shield, tower 4 +5 block 30 –2 Provides cover; halves Move.
79 Shield, pavise (deployable) 5 +5 block 35 –3 Stationary cover, 1 round setup.
80 Riot / tower composite 4 +4 block 25 –1 Modern or biopunk equivalent.
81 Arm bracer, buckler-disk 1 +2 block 15 –1 Enables Parry Reaction.
82 Shield, bio-resin 3 +4 block 28 –1 Biomancy growth type; regenerates 1 DR/day.
83 Shield, arcane focus 3 +3 block 20 0 +1 Countercast reaction.
84 Shield, bone-carved 2 +3 block 22 –1 Primitive, eerie.
85 Arm-mounted buckler (mechanical) 2 +3 block 25 0 Deploys automatically; requires Tinkering.
86 Umbrella / parasol (reinforced) 1 +1 block 10 +3 Shade +2 heat resist; social quirk.
87 Cloak-shield hybrid 3 +3 block 20 +1 Counts as clothing & shield.
88 Heater shield (decorated) 3 +4 block 25 –1 +1 Social if crest visible.
89 Kite shield (light) 2 +3 block 18 –1 Faster reaction.
90 Tower shield (siege-grade) 5 +6 block 35 –3 Heavy cover; vehicle use.
91 Worker’s vest (pocketed) 1 0 10 +3 +3 slots small tools.
92 Apron, butcher / heavy leather 1 +1 12 +1 Blood-resist; intimidation +1.
93 Festival costume / dress 1 0 6 +4 +2 Performance.
94 Servant uniform 1 0 8 +3 +1 Etiquette.
95 Military fatigues 2 +2 18 +1 +1 Tactics.
96 Laboratory hazard suit 3 +2 25 –1 Acid / toxin +3 resist; heat –2 CF.
97 Diving suit 4 +3 30 –3 Breath time ×2 minutes; heavy.
98 Flight jacket & goggles 2 +1 15 +1 +2 Air resist; vehicle crew gear.
99 Exo-frame harness (biopunk) 5 +4 35 –2 +3 slots & +1 Strength check.
100 Adaptive chitin armor (living) 4 +5 30 –1 Repairs 1 DR/day, mutation risk on break.
⸻
🔖 Quick Reference
• Slots: what it takes to wear or carry.
• PR (Protection): subtracts from incoming damage if hit on that location.
• DR (Durability): how much wear before breakage.
• CF (Comfort): applied to Fatigue & Weather interactions.
• + values in CF mean comfort/resist; – values mean heat or strain penalties.
Ammo Compendium
Chapter 40
AMMUNITION & RANGED GEAR COMPENDIUM
(“What you fire matters as much as what you wield.”)
d100 Item Slots Craft DC Salvage Misfire / Break Notes / Traits
01 Stone bullet (sling) ¼ 6 50% — Cheap, blunt; +1 vs unarmored.
02 Lead bullet (sling) ¼ 8 25% — Denser; +1 range increment.
03 Clay bullet ¼ 5 0% — Breaks on impact; fire-hardened.
04 Arrow (wood shaft, iron head) ¼ 10 50% — Standard; recover DC 10.
05 Arrow (stone tip) ¼ 8 25% — Primitive; –1 to damage vs armor.
06 Arrow (bone tip) ¼ 9 40% — +1 vs beasts; fragile.
07 Arrow (barbed) ¼ 11 25% — Causes Bleed 1 on crit.
08 Arrow (broadhead) ¼ 12 40% — +1 vs light armor.
09 Arrow (bodkin) ¼ 12 40% — Ignores 1 PR.
10 Arrow (fire) ¼ 14 0% — Fire dmg +1d4; 1 use.
11 Arrow (frost) ¼ 14 0% — Cold dmg +1d4; 1 use.
12 Arrow (lightning) ¼ 15 0% — Lightning dmg +1d4; 1 use.
13 Arrow (acid) ¼ 15 0% — Corrosive dmg +1d4; destroys armor DR 1d4.
14 Arrow (toxin tip) ¼ 13 0% — Apply poison; save DC 10+.
15 Arrow (signal flare) ¼ 12 0% — Illumination; Fire hazard nearby.
16 Arrow (rope line) ½ 14 50% — Used for climbing / retrieval.
17 Arrow (explosive head) ½ 16 0% — Fire/Force 10 ft radius; 1 use.
18 Crossbow bolt (iron) ¼ 10 40% — Standard heavy bolt.
19 Crossbow bolt (barbed) ¼ 12 25% — Bleed 1.
20 Crossbow bolt (steel bodkin) ¼ 13 50% — Ignores 2 PR.
21 Crossbow bolt (alchemical) ¼ 15 0% — Choose elemental; 1 use.
22 Bolt (arcane) ¼ 15 0% — Magic damage; reusable on 18+.
23 Quarrel (short) ¼ 9 50% — Compact, short-range.
24 Dart (blowgun) ⅛ 8 75% — Small, cheap.
25 Dart (poisoned) ⅛ 12 0% — Poison save DC 12+.
26 Dart (sleep toxin) ⅛ 14 0% — Fort save or sleep 1 min.
27 Needle (bio or alchemical) ⅛ 15 0% — Biomancy use; +2 vs unarmored.
28 Javelin (throw) 1 10 50% — Salvageable 1d4 DR loss/throw.
29 Harpoon (tethered) 2 12 75% — Recoverable if rope intact.
30 Spear (thrown) 2 12 75% — Versatile; same as melee.
31 Bola ½ 8 75% — Restrains target; no dmg.
32 Net (weighted) 1 10 100% — Reusable unless cut.
33 Boomerang 1 12 75% — Returns on 16+.
34 Chakram 1 13 50% — Returns on 18–20.
35 Bomb (small) ½ 12 0% 10% misfire Fire/Force, thrown 10 m.
36 Bomb (large) 1 15 0% 15% misfire 20 ft radius; danger to user.
37 Grenade (fragmentation) 1 15 0% 10% jam Modern / biopunk explosive.
38 Grenade (smoke) 1 12 0% 5% jam Creates obscurement.
39 Grenade (flash) 1 14 0% 10% jam Daze/Stun DC 12.
40 Gas canister (poison) 1 16 0% 15% leak Fort save or poisoned.
41 Powder charge (black) ¼ 10 0% 10% Firearms; wet = fail.
42 Cartridge (lead bullet) ¼ 10 0% 5% Destroyed on use.
43 Cartridge (steel-core) ¼ 12 0% 5% +1 dmg vs armor.
44 Cartridge (hollow-point) ¼ 12 0% 5% +1 bleed; –1 vs armor.
45 Cartridge (tracer) ¼ 14 0% 5% Fire trail, night use.
46 Cartridge (explosive) ¼ 15 0% 10% Fire/Force dmg; breaks on 1.
47 Cartridge (electro) ¼ 15 0% 10% Lightning dmg + shock.
48 Cartridge (toxin) ¼ 14 0% 10% Poison; low durability.
49 Shell (shotgun, buck) ¼ 10 0% 5% Piercing/Bludgeoning cone.
50 Shell (slug) ¼ 11 0% 5% Piercing; long range.
51 Shell (dragon’s breath) ¼ 14 0% 10% Fire cone 5 m.
52 Shell (beanbag) ¼ 12 0% 5% Nonlethal bludgeon.
53 Rifle round ¼ 11 0% 5% Standard; destroyed on use.
54 Armor-piercing round ¼ 14 0% 10% Ignores 3 PR.
55 Incendiary round ¼ 15 0% 10% Fire dmg +1d4.
56 Cryo round ¼ 15 0% 10% Cold dmg + slow.
57 EMP round ¼ 16 0% 10% Lightning dmg; disables tech.
58 Toxin dart (bio-rifle) ¼ 13 0% 10% Poison vs living; corrodes armor 1 DR.
59 Plasma cell (energy) ¼ 18 0% 5% Powers energy weapon; heat hazard.
60 Microfusion cell ¼ 20 0% 10% High-tier energy; meltdown risk.
61 Arc crystal charge ¼ 16 0% 5% Lightning + Force; unstable in rain.
62 Chemical canister (flamethrower) 1 14 0% 5% leak 1 minute burn time.
63 Cryo canister 1 15 0% 10% leak Freezes on rupture.
64 Acid reservoir 1 15 0% 10% leak Corrosive hazard.
65 Bio-spore sac 1 16 0% 10% decay Biomantic projectile fuel.
66 Fuel cell (arc weapon) ¼ 16 0% 10% short 1-hour charge; shock risk.
67 Battery pack (rifle) ½ 14 0% 5% Rechargeable (Tech DC 10).
68 Power core (heavy repeater) 1 18 0% 5% 6-turn runtime; meltdown 1%.
69 Gas cartridge (pneumatic) ¼ 12 0% 10% Misfire if temp < 0°C.
70 Arrow cluster (multi-shot) ½ 14 0% 0% 3 arrows; spread shot.
71 Bola grenade 1 15 0% 10% Entangles on explosion.
72 Grapple hook + line 1 12 75% — Climbing tool; salvage rope.
73 Net grenade 1 15 0% 10% Deploys capture web.
74 Sonic charge 1 18 0% 15% Force dmg + Deafened condition.
75 Sticky bomb 1 16 0% 10% Attaches to surfaces.
76 Smoke arrow ¼ 14 0% — Creates cover zone 5 m.
77 Rope dart ½ 12 75% — Retrieve on 14+.
78 Harpoon tether cable 1 14 75% — +1 salvage vs creatures.
79 Net trap 1 10 100% — Survival DC 12 to reset.
80 Spike trap 1 12 75% — Piercing dmg + bleed.
81 Tripwire kit 1 10 100% — DC 12 detect.
82 Mine (pressure) 1 15 0% 10% Fire/Force 3 m radius.
83 Mine (EMP) 1 16 0% 10% Lightning/Force; disables tech.
84 Mine (toxin gas) 1 16 0% 10% Poison 10 ft radius.
85 Satchel charge 2 18 0% 10% 5 m radius; breach use.
86 Ballista bolt 1 20 50% — Siege ammo; +3 PR ignore.
87 Ballista bolt (explosive) 1 22 0% — Fire/Force; 10 ft radius.
88 Cannonball (iron) 2 18 50% — Crushing; reusable once.
89 Cannonball (chain shot) 2 20 0% — Anti-personnel / rigging.
90 Cannonball (explosive) 2 22 0% — Fire/Force; shrapnel radius 10 ft.
91 Grapeshot load 2 18 0% — Clustered; anti-infantry.
92 Mortar shell 2 22 0% 10% Fire/Force; 30 m arc.
93 Rocket (small) 1 20 0% 10% Fire/Force; self-propelled.
94 Rocket (heavy) 2 25 0% 15% Armor-penetrating.
95 Plasma cartridge ¼ 18 0% 5% Fire/Force; 1 round use.
96 Rail slug (magnetic) ¼ 20 0% 5% Force/Piercing; ignores armor PR.
97 Bio-resin dart ¼ 16 25% — Regrows if fed reagent.
98 Living spore canister 1 18 0% 10% Bio hazard; disease risk.
99 Adaptive ammo core ¼ 20 0% 5% Changes type by user intent (rare).
100 Artifact shell / divine arrow ½ 25 0% — Any dmg type; Wild Magic check on use.
⸻
🧩 Integration Summary
• Slots: ¼ = handful or small unit; 1 = bundle/clip/quiver; 2+ = heavy ordinance.
• Craft DC: baseline for replication; modified by materials & tech.
• Salvage: % chance to recover after combat (Survival or Scavenging check DC 10–15).
• Misfire: flat failure % (or roll natural 1) → jam, backfire, or detonation.
• Ammo Weight: every 4 quarter-slots = 1 full encumbrance slot.
Gear
D100 GENERAL GEAR, COMPONENTS & SUPPLIES TABLE
(Non-Weapon / Non-Armor Equipment)
d100 Item Slot Value Notes / Usage
01 Bedroll 1 Basic sleeping gear.
02 Blanket, wool ½ Warmth bonus in cold HR areas.
03 Tent, small (1-person) 2 +1 Camp Rating.
04 Tent, large (4-person) 4 +2 Camp Rating.
05 Canvas tarp 1 Shelter, repair, traps.
06 Rope, 15 m 1 Used in Climbing, Trapwork, or Rescue.
07 Grappling hook 1 Used with rope.
08 Climbing spikes & hammer 1 Reusable climbing kit.
09 Lantern (oil) 1 10-hour light per flask.
10 Oil flask ½ Fuel or fire component.
11 Torch (bundle × 3) ½ Light & fire source.
12 Flint & steel ¼ Fire-starting tool.
13 Cooking pot / mess kit 1 Enables cooked meals in camp.
14 Rations (3 days) 1 Food supply; spoils in 7 days.
15 Waterskin ½ 1 day’s water.
16 Water barrel (40 L) 5 For carts/camps only.
17 Fishing kit ½ Used for foraging fish.
18 Hunting snares ½ +1 Foraging check small game.
19 Firewood bundle 2 Needed for warmth in HR ≥ 5.
20 Medical kit / bandages 1 Required for Medicine checks.
21 Herbal poultices (5) ½ Heals 1 Fatigue each at camp.
22 Alchemy set (portable) 2 Enables potion crafting.
23 Glass vials (10) ½ Consumable containers.
24 Mortar & pestle ½ Ingredient prep tool.
25 Basic reagent pouch ½ (grants +2 slots for reagents) Specialized pocketed bag.
26 Rare reagent satchel +4 slots Holds exotic materials only.
27 Tool kit, general 2 Crafting & repair bonus.
28 Smith’s tools (full set) 4 Heavy; camp use only.
29 Carpenter’s tools 3 Woodcraft projects.
30 Leatherworker’s tools 2 Light crafting kit.
31 Mason’s tools 3 Stonework & construction.
32 Engineer’s kit 3 Tinkering & mechanical repair.
33 Tinker’s toolkit (small) 1 Portable device repair.
34 Sewing kit / tailoring set ½ Repairs clothing & tents.
35 Chalk (20 sticks) ¼ Marking tunnels.
36 Ink & quill set ½ Writing / scrolls.
37 Journal / notes book ½ Log or spell design.
38 Map case & charts 1 Navigation tool.
39 Compass ¼ +1 Navigation checks.
40 Spyglass 1 10× range sighting.
41 Signal whistle ¼ Coordination tool.
42 Musical instrument (small) 1 Lute, flute, etc.
43 Musical instrument (large) 2 Drum, harp, etc.
44 Dice / cards set ¼ Recreation / social use.
45 Writing desk, folding 2 For scholars; base use.
46 Study reagents / inks 1 Used in research.
47 Small chest / lockbox 2 Holds 5 slots of small items.
48 Lockpicks ¼ Subterfuge tool.
49 Small mirror ¼ Signaling, inspection.
50 Perfume / hygiene kit ½ +1 Social checks in court.
51 Soap / cleaning supplies ½ Removes scent penalties.
52 Shovel 2 Digging, camp work.
53 Pickaxe 3 Mining, demolition.
54 Saw / hatchet 2 Wood gathering.
55 Hammer / nails 1 Construction.
56 Repair parts (general) 1 Spare components.
57 Spare wheel / axle 5 For wagons.
58 Metal ingot (5 kg) 2 Smithing material.
59 Wood plank bundle 3 Woodcraft material.
60 Stone block 4 Masonry material.
61 Leather hide 2 Leatherwork supply.
62 Textile roll 2 Tailoring / tents.
63 Alchemical catalyst (common) ½ Component (Alchemy).
64 Alchemical catalyst (rare) 1 Valuable reagent.
65 Arcane focus crystal (minor) ½ Spell component.
66 Focus crystal (major) 1 Reusable; rare.
67 Magical ink & runes ½ Used for Wards / enchant.
68 Binding scroll (blank) ¼ Stores spell pattern.
69 Ritual circle kit 3 Required for large enchantments.
70 Holy symbol / relic ½ Faith focus.
71 Totem / fetish ½ Tribal or druidic use.
72 Beast lure / bait ½ Hunting or trapwork bonus.
73 Animal feed (1 day) 1 For mounts.
74 Saddle / tack 3 Riding gear.
75 Saddle bags +15 slots (mount) Animal storage.
76 Wagon / cart +30–50 slots Vehicle cargo.
77 Water purification kit 1 Prevents disease; uses filters.
78 Cooking spices & condiments ½ +1 meal morale bonus.
79 Wine / ale bottle ½ Social +1 or morale boost.
80 Coffee / stimulant kit ½ Reduces 1 Fatigue once/day.
81 Ration crate (1 week) 3 Camp supply only.
82 Medical herbs pouch ½ Medicine +1.
83 Poison vial (dose) ¼ Subterfuge / Alchemy.
84 Antitoxin vial ¼ Negates poison once.
85 Bandage rolls (bulk) 1 10 uses.
86 Writing scrolls (bundle × 10) ½ For spell copying.
87 Paper stack / folio 1 Workshop use.
88 Candle bundle (10) ½ 1 hr each.
89 Clockwork timer 1 Tinkering or traps.
90 Trap components set 2 Tripwires, spikes.
91 Explosives / powder keg 3 Dangerous cargo; Alchemy DC 12 to transport safely.
92 Portable forge 5 Stationary use only; requires fuel.
93 Anvil (small) 5 Smithing base setup.
94 Workshop tent (craft pavilion) 6 +2 to Crafting; camp-only.
95 Storage chest (empty) 3 (grants +10 slots when stationary) Heavy to move.
96 Cargo crate (full) 5 Trade goods.
97 Trade ledger & scales 1 Bartering tool.
98 Coin purse (100 coins) ½ Currency weight; secure.
99 Jewelry / gemstones pouch ¼ Compact wealth.
100 Rare artifact / relic Variable (1–5) GM-defined special.
Usage Summary
• Slots Taken: apply when item is carried on person.
• Slots Granted: apply only while worn, mounted, or placed in camp.
• ¼ Slots: track only if carrying many of the same (coins, reagents, etc.).
Optional GM Modules
Variant Description
Fragile Goods Glass, reagents, and scrolls break if dropped while Overloaded (Reflex save DC 10).
Camp Logistics Require 1 Fuel + 1 Water + 1 Food per 2 campers per rest for full recovery.
Quality Scaling Masterwork tools weigh the same but grant +2 Skill.
Decay / Spoilage Food spoils 10%/day in HR ≥ 6; sealed rations halve rate.
Weapons Compendium
Chapter 33
Weapons
WEAPON TYPE COMPENDIUM
(Universal list: medieval–biopunk adaptable)
d100 Weapon Slots DR Damage Type(s) Notes / Traits
01 Dagger ½ 15 Piercing / Slashing Concealable, finesse.
02 Stiletto ½ 15 Piercing Armor-piercing, ignores 1 PR.
03 Dirk 1 16 Piercing / Slashing +1 counterattack vs grapple.
04 Short sword 1 20 Slashing / Piercing Versatile, +1 parry.
05 Longsword 2 22 Slashing / Piercing / Bludgeoning Two modes (slash or thrust).
06 Bastard sword 2 24 Slashing / Piercing Two-handed grip adds +2 dmg.
07 Greatsword 3 25 Slashing / Piercing Heavy, cleaving; fatigue +1/hr.
08 Falchion 2 20 Slashing Curved blade; bleed +1.
09 Scimitar 2 20 Slashing +1 Reflex to parry; agile.
10 Saber 2 20 Slashing / Piercing Mounted bonus +1.
11 Cutlass 2 18 Slashing / Bludgeoning Naval weapon, good in tight space.
12 Broadsword 2 22 Slashing / Piercing Balanced; standard knight weapon.
13 Katana 2 23 Slashing / Piercing High crit range (19–20).
14 Rapier 1 18 Piercing +2 to countercast or duels; finesse.
15 Shortspear 1 18 Piercing / Crushing Thrown option; reach 5 ft.
16 Spear 2 20 Piercing / Crushing Reach 10 ft; brace vs charge.
17 Pike 3 25 Piercing Reach 15 ft; cannot parry.
18 Halberd 3 25 Slashing / Piercing / Bludgeoning Multi-mode; –1 Reflex in close space.
19 Glaive 3 23 Slashing / Piercing Long reach; sweeping arc.
20 Bardiche 3 24 Slashing / Bludgeoning Cleaves 2 enemies on crit.
21 Axe (hand) 1 18 Slashing / Bludgeoning Throwable; +1 shield break.
22 Battleaxe 2 20 Slashing / Bludgeoning +1 vs shields.
23 Great axe 3 25 Slashing / Crushing +2 vs medium armor.
24 Hatchet 1 15 Slashing Tool & weapon; +1 crafting synergy.
25 Pick / Warpick 1 18 Piercing / Crushing Ignores 2 PR armor.
26 War hammer 2 22 Bludgeoning / Crushing +2 vs plate; slow.
27 Maul / Great hammer 3 25 Bludgeoning / Crushing Knockdown crits.
28 Club 1 15 Bludgeoning Improvised; –1 to hit.
29 Mace 1 20 Bludgeoning / Crushing +1 vs undead.
30 Morningstar 2 22 Bludgeoning / Piercing +1 vs armor; flail variant.
31 Flail 2 22 Bludgeoning / Piercing Ignores shield bonus 1/turn.
32 Spiked chain 3 20 Slashing / Piercing Reach 10 ft; trip maneuver.
33 Quarterstaff 2 20 Bludgeoning Two-handed; +1 parry.
34 Baton / cudgel 1 18 Bludgeoning Nonlethal option.
35 Bo staff (reinforced) 2 22 Bludgeoning +2 counterattack vs unarmed.
36 Whip 1 15 Slashing Reach 10 ft; disarm/trip.
37 Chain whip 2 20 Slashing / Piercing +2 vs unarmored; exotic.
38 Scourge 2 18 Slashing / Bleed Causes Bleed 1.
39 Garrote wire ½ 10 Crushing / Bleed Silent takedown; stealth only.
40 Knuckle duster ½ 15 Bludgeoning +1 unarmed; concealable.
41 Spiked gauntlet 1 20 Piercing / Bludgeoning Counts as weapon & armor.
42 Unarmed strike — — Bludgeoning Base skill; bleed only on crit.
43 Claws (natural or graft) 1 18 Slashing / Piercing Can’t be disarmed.
44 Tail blade (mutation) 2 20 Slashing / Piercing Reach 5 ft; biomantic.
45 Sling 1 15 Bludgeoning Range 30 m; stones as ammo.
46 Shortbow 2 20 Piercing Range 50 m; quick draw.
47 Longbow 3 22 Piercing Range 100 m; –1 indoors.
48 Composite bow 3 25 Piercing / Bludgeoning +2 vs light armor; durable.
49 Crossbow (light) 2 20 Piercing Range 60 m; reload 1 action.
50 Crossbow (heavy) 3 25 Piercing / Crushing Range 100 m; reload 2 actions.
51 Arbalest 4 30 Piercing Siege use; pierces walls; 1 shot/min.
52 Hand crossbow 1 18 Piercing Concealable; short range.
53 Blowgun 1 15 Piercing / Poison Stealth; uses darts.
54 Javelin 1 18 Piercing / Bludgeoning Thrown 20 m; melee capable.
55 Throwing knife ½ 15 Piercing / Slashing 10 m; quickdraw.
56 Throwing axe 1 18 Slashing / Bludgeoning 10 m; breaks 1 DR/throw.
57 Harpoon 2 22 Piercing / Crushing Rope tether; drag 1 size smaller.
58 Net 1 10 — Restrains; no damage.
59 Trident 2 22 Piercing / Bludgeoning Water weapon; +1 underwater.
60 Lance 3 25 Piercing / Crushing Charge only; mounted use.
61 Scythe 3 20 Slashing / Piercing High crit; –1 Reflex.
62 Pitchfork 2 18 Piercing / Bludgeoning Improvised; reach 5 ft.
63 Sickle 1 15 Slashing Agricultural; +1 vs plants.
64 Pickaxe 2 20 Piercing / Crushing Tool & weapon; +2 vs stone.
65 Hammer (tool) 1 18 Bludgeoning Repair tool; –1 to hit.
66 Shovel 2 15 Bludgeoning / Crushing Improvised; fatigue +1/hr.
67 Torch 1 10 Bludgeoning / Fire Light 10 m; burns 1h.
68 Molotov / oil bomb ½ — Fire / Bludgeoning Thrown 15 m; 1 slot each.
69 Alchemical flask ½ — Acid / Fire / Corrosive Special ammo; one-use.
70 Bomb (hand) 1 — Fire / Force Thrown; 10 m radius.
71 Grenade (modern) 1 — Fire / Force / Shrapnel 15 m radius; area DC 15.
72 Handgun (pistol) 2 25 Piercing / Force Range 50 m; misfire 1 on nat 1.
73 Revolver 2 25 Piercing / Force 6-shot; reload 1 rnd.
74 Rifle 3 30 Piercing / Force Range 150 m; prone bonus.
75 Musket 3 25 Piercing / Fire Black powder; reload 3 rnd.
76 Shotgun 3 25 Piercing / Bludgeoning 15 m cone; 2 DR loss if overloaded.
77 Sniper rifle 4 30 Piercing / Force Range 300 m; 1 shot/round.
78 Heavy repeater 4 35 Piercing / Force Autofire; fatigue +1/hr.
79 Arc thrower 3 25 Lightning / Force EMP chance; 1 charge/hour.
80 Plasma cutter 3 20 Fire / Slashing Melts armor; 1d4 DR loss to self/hour.
81 Bio-spitter (graft) 2 25 Acid / Piercing Grown weapon; self-feeds.
82 Tendril lash (mutation) 2 20 Slashing / Crushing Reach 10 ft; bleed chance.
83 Neural whip 2 18 Psychic / Force Fatigue target +2 on fail.
84 Gauss lance 4 35 Piercing / Force Anti-armor; magnetic ammo.
85 Energy blade 2 25 Fire / Slashing / Force Cuts most materials; power drain 1/hr.
86 Vibro-knife 1 18 Slashing / Piercing +2 vs synthetic armor.
87 Chainsword 3 28 Slashing / Crushing On crit, self loses 1d4 DR.
88 Flamethrower 4 25 Fire / Corrosive Area cone 10 m; consumes fuel.
89 Cryo projector 4 25 Cold / Bludgeoning Freezes area; 1 shot/round.
90 Thunder gun 4 25 Force / Lightning Knockback 5 m; loud.
91 Speargun / harpoon gun 3 22 Piercing / Crushing Water use; ammo recoverable.
92 Ballista 6 40 Piercing / Crushing Siege weapon; 1 round load.
93 Catapult / trebuchet 8 40 Bludgeoning / Crushing Siege; 3–4 crew.
94 Cannon 8 40 Fire / Force / Piercing Siege; reload 3 rnd.
95 Hand mortar (alchemy) 3 25 Fire / Force Thrown + explosion; fatigue +1.
96 Wrist-blade 1 20 Slashing / Piercing Hidden; +1 stealth assassination.
97 Boomerang 1 15 Bludgeoning / Slashing Returns on hit 16+.
98 Chakram 1 15 Slashing / Piercing Returns on 18–20.
99 Improvised weapon variable 10–15 any physical GM defined.
100 Artifact / Relic weapon variable 30–40 any Choose 2 dmg types; unique power.
Quick-Use Rules Summary
• Slots: ½ = light belt gear; 1 = small weapon; 2 = one-handed primary; 3+ = two-handed or heavy.
• DR: durability baseline for break checks (modified by material quality).
• Damage Type(s): base + alternate modes depending on maneuvers.
• Bleed only triggers if piercing/slashing attack crits or exceeds armor PR by 5+.
Integration Hooks
• Maneuvers define which damage type you declare (stab, slash, pommel, etc.).
• Critical Resolution: after location is rolled, use damage type to pick injury result.
• Materials & Crafting DCs use the weapon’s DR + Quality Tier as DC base (e.g. DR 25 → Craft DC 15 + material mod).
• Enchantments can add secondary damage type (Fire, Cold, Lightning, etc.), with increased casting DC by Magnitude.
Food & Drinks Compendium
Potions Compendium
Spellbook Compendium
Chapter 34
Magic Components
D100 MAGICAL COMPONENTS TABLE
(usable as loot, ingredients, or ritual reagents)
d100 Component Description / Source Use & Effect
1 Angel’s Feather Shed from celestial beings +2 to Faith rituals
2 Abyssal Ash Residue of a demon’s death +3 Corruption to use
3 Alchemical Mercury Refined quicksilver Catalyst; +1 DC reduction
4 Ancient Bone Dust Ground relic bones Stabilizes necromancy
5 Azure Lotus Flower found near ley lines Extends spell duration
6 Basilisk Eye Crystallized organ Petrification focus
7 Blood Amber Resin with trapped soul motes Power storage (1 charge)
8 Bone Charcoal Burned undead remains Cheap necrotic fuel
9 Bottled Moonlight Condensed silvery glow +2 to Divination checks
10 Chimeric Scale Hybrid creature remnant +1 Tier resistance vs mutations
11 Cloud Silk Woven from air elementals Featherweight armor cloth
12 Cold Iron Dust Anti-fey shavings Cancels glamours nearby
13 Corpse Moss Grave fungus Reanimates dead insects
14 Crystallized Mana Pure ley-energy crystal Core reagent (–5 DC)
15 Demon Horn Powder Ground infernal bone +1d6 Corruption if inhaled
16 Dragon Blood Essence of true dragons Power magnifier ×2
17 Dream Sand Harvested from sleepers Sleep & illusion medium
18 Echo Glass Reflects sound & thought +2 to countercasting
19 Ember Pearl Lava-born gem Fire focus component
20 Essence of Frost Distilled blizzard core Cold focus component
21 Feywine Sap Sweet forest nectar Causes mild hallucinations
22 Flame Salt Volcanic crystal Ignition catalyst
23 Ghost Ichor Collected from apparitions Spirit tether material
24 Ghoul Fingernail Carrion crawler token Disease crafting reagent
25 Giant’s Sweat Condensed muscle oil Strength potion base
26 Glassvine Transparent plant fiber Component binding cord
27 Goblin Pitch Tar mixed with fungus Sticky explosive (DC 12)
28 Goldleaf Dust Ground auric leaf Focus medium (+1 Faith)
29 Grave Wax Rendered from corpse fat Candle component for rituals
30 Heartseed Sprouting from corpses Plant necromancy catalyst
31 Hollow Bone Flute Animal bone carved hollow Summons weak spirits
32 Hydra Blood Regenerative toxin Healing elixirs or corruption fuel
33 Ink of the Deep Octopus extract Writes self-moving sigils
34 Iron Rose Metal flower Symbol of endurance
35 Kraken Ink Sac Abyssal fluid Darkness component
36 Leviathan Scale Oceanic monster scale Water & pressure wards
37 Lightning Sand Fused desert glass Shock focus
38 Living Clay Self-moving soil Constructs & golems
39 Luminite Shard Glowstone from caves Light spells (+1 range)
40 Mage’s Bane Herb Dampens mana flow +5 DC to target’s cast
41 Mandrake Root Screaming root Transmutation medium
42 Memory Crystal Holds one memory +2 to summoning precision
43 Miasma Spores Toxic air fungus Poison brewing reagent
44 Mindspore Coral Grown in psychic seas Telepathy amplifier
45 Moon Silver Pure lunar metal Anti-corruption alloy
46 Mortal Blood Basic life essence Universal reagent
47 Moth Dust From dream moths Induces sleep (DC 10)
48 Necrotic Tar Ooze of decay Strong necromantic flux
49 Nether Coal Burns cold blue Sustains rituals longer
50 Nightshade Berry Deadly poison Instant toxin (DC 15)
51 Obsidian Shard Volcanic glass Scrying focus
52 Oracle’s Tear From prophetic trance +3 to Divination DCs
53 Phoenix Ash From reborn flame Resurrection reagent
54 Plasma Resin Bio-arcane secretion Biomancy catalyst
55 Prism Sand Spectrum crystal dust Illusion focus
56 Pure Water Blessed spring Cleanses corruption (–5 CP)
57 Quicksilver Thread Threads moving on own Energy conduits
58 Raven Feather Symbol of fate Adds omen to ritual
59 Rune Slate Engravable rock Holds single rune (Tier I)
60 Salt of Tears Alchemic salt Stabilizes enchantments
61 Serpent Venom From giant snake Paralysis toxin
62 Shade Essence Distilled shadow Darkness crafting
63 Shard of Dawn Sunlight crystal Holy magic focus
64 Shard of Dusk Twilight crystal Corruption anchor
65 Shark Tooth Ocean predator relic Used in blood rituals
66 Silverthorn Rare plant Antidote base
67 Singing Ore Emits tones Sonic & resonance casting
68 Siren Scale From aquatic temptress Charm reagent
69 Sky Iron Meteoric metal Weapon forging (+1 Tier)
70 Slime Core Gelatinous heart Alchemy stabilizer
71 Smoke Pearl Trapped vapor sphere Concealment tool
72 Soul Thread Spun from ghosts Used in resurrection
73 Spellglass Semi-transparent quartz Stores one spell use
74 Spider Silk Alchemical fiber Trapwork & scroll binding
75 Spirit Bone Fossilized soul structure Necromancy component
76 Spirit Oil Distilled ectoplasm Lubricates relic machinery
77 Star Dust Meteoric powder Astral component
78 Starlight Vial Bottled beam +2 to light magic
79 Stoneflower Blossoms from cliffs Earth magic focus
80 Sunfruit Rare glowing fruit Restores 10 HP & 1 Fatigue
81 Thunderstone Condensed storm core Shock catalyst
82 Titan Bone Fragment From ancient giant Structural enchantment
83 Treeheart Resin From ancient trees Natural healing (+5 HP brew)
84 Unicorn Horn Dust Purity symbol Cleansing rites
85 Venom Sac From giant spider Poison brewing
86 Void Crystal Absorbs light Antimagic focus
87 Void Water Collected in shadow wells Nullifies enchantment
88 Warlock Ink Used in pact scrolls Pact magic only
89 Warp Silk Shifts color and mass Teleport rituals
90 Whisper Leaf Speaks secrets Divination aid
91 Wight’s Ash Burned undead ash Enhances necromancy
92 Wildfire Seed Bursts into flame Trap or explosive
93 Windvine Plant that moves in wind Air magic focus
94 Witch Hazel Soothing plant Reduces fatigue effects
95 Wraith Core Bound spirit sphere Power gem (+1 Tier use)
96 Zephyr Stone Trapped wind spirit Speed enchantment
97 Crimson Ink Blood-mixed pigment Writing cursed contracts
98 Parchment of Skin Human or demon flesh Used for forbidden grimoires
99 Tears of the Veil Liquid veil matter Cross-realm focus
100 Philosopher’s Spark Impossible alchemical relic Alters reality once; DC +30
Usage Notes
• Tiering: Common (1–30), Uncommon (31–60), Rare (61–80), Legendary (81–100).
• Market Price: 10 × Tier² gold baseline.
• Crafting Modifier:
• Common: ±0 DC
• Uncommon: –2 DC
• Rare: –5 DC
• Legendary: –10 DC, +1d6 Corruption