Gear, Weapons and Armor

Changes and extensions to OSE Gear
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Expanded Adventuring Gear

Item Cost (sp) Weight (lbs)
Backpack 2 2
Bedroll 2cp 1
Blanket 2 2
Book, blank 15 2
Chest with lock, 4 x 3 x 3 ft. 50 50
Healer's Kit (Resource 1d6) 10 3
Iron Spike 5cp 1
Lantern 10 3
Lockpick 10 0
Musical instrument, large 40 3
Musical instrument, small 20 1
Pole, 10ft 5cp 5
Oil (lamp) 2 1
Rations, preserved 1 day 1 2
Rope, 50ft 2 10
Scribe's Kit 10 3
Scroll case 5 1
Spellbook 50 3
Tent, one person 10 5
Tent, two person 20 10
Tinderbox 3 0
Tool, large 10 10
Tool, small 5 3
Torch 5cp 1
Waterskin, 1 gallon full 1 10

Healer's Kit: a collection of prepared bandages, poultices, and medicinal herbs used to render First Aid to injured allies
Lockpick: a specialized tool used to bypass locks. Access to this item may be limited. Check with the Referee on availability. See Lockpicking for details
Musical Instrument: small examples are flutes or pipes. Large examples are lutes or drums. Typically carried by Bards
Scribe's Kit: small box with ink, nibs, quills, sheets of cheap paper, sa straight edge and cutting tool. Used by map makers or scribes
Scroll case: a sturdy wooden tube with water-tight seal and rings for clipping or hanging. Holds 10 scrolls
Tent: shaped canvas, stakes, small mallet for the stakes. Sleeps 1 human-sized occupant
Tool: small examples are mallets, crowbars, hammers, and other hand tools. Large examples are picks, shovels and sledges.

Weapons

Item Cost (sp) Weight (lbs) Qualities
Battle axe 30 10 Melee, Two-handed
Club 2 2 Blunt, Melee, Off-hand
Crossbow 30 3 Missile (10ft-80ft / 81ft-160ft / 161ft-240ft)
Dagger 2 1 Melee, Missile (10ft-10ft / 11ft-20ft / 21ft-30ft), Off-hand, Small, Versatile
Hand Axe 3 2 Melee, Missile (10ft-10ft / 11ft-20ft / 21ft-30ft), Off-hand
Javelin 5 3 Missile (10ft-30ft / 31ft-60ft / 61ft-90ft)
Lance 30 15 Charge, Melee
Long bow 40 3 Missile (10ft-70ft / 71ft-140ft / 141ft-210ft)
Mace 15 3 Blunt, Melee
Polearm (any) 25 10 Brace, Melee, Reach
Short bow 25 2 Missile (10ft-50ft / 51ft-100ft / 101ft-150ft)
Sling 1 0 Blunt, Missile (10ft-40ft / 41ft-80ft / 81ft-160ft), Weak
Spear 4 3 Brace, Melee, Missile (10ft-20ft / 21ft-40ft / 41ft-60ft)
Staff 2 2 Blunt, Melee, Versatile
Sword 15 4 Melee
Two-handed sword 30 10 Melee, Two-handed
Warhammer 30 10 Blunt, Melee, Two-handed

* Daggers and hand axes can be freely combined to occupy the 1 slot (2 daggers and a hand axe still occupies 1 slot)

Weapon Qualities

See the Combat Rules for how these qualities affect combat

Blunt: The weapon is designed to crush rather than cut. It may be more or less effective against some foes
Brace: The weapon can be set to receive a charge
Charge: The weapon can be used when charging from horseback
Missile: The weapon is effective at range and cannot be used if an enemy is within 5ft of the wielder
Off-hand: The weapon may be used in the off hand
Reach: The weapon is effective at 10ft from its wielder and may be used from the second rank. It must wielded with two hands
Small: The weapon is small and easier to disarm (but also is easier to conceal)
Special: Special rules apply for this weapon
Two-handed: The weapon is large and requires two hands to wield effectively
Weak: The weapon is less effective than other weapons, roll 1d4 instead of 1d6 for damage
Versatile: PHYS or DEX is used to determine attack and damage bonuses

Weapon Damage
All weapons regardless of type deal 1d6 base damage (but see Weak in the combat sections for exceptions)

Armor

Type AC Cost (sp) Time to Don/Doff (mins) Weight (lbs)
Light (Leather) 12 20 5 10
Medium (Chainmail) 14 60 2 30
Heavy (Plate) 16 120 10 50
Shield +1 10 n/a 10

Armor Notes

  • Note that some non-human races receive different benefits and penalties when wearing armor
  • Shields also grant the Shields Shall Be Splintered special ability. See Other Combat Rules

Ammunition

Item Cost (sp) Weight (lbs)
Arrows Or Bolts (Resource 1d8) 5 3
Silver tipped arrow 5 as Arrow
Sling stones (Unlimited Or Resource 1d8) Free if Avail 0

Magic Items

Item Weight (lbs)
Misc. Magic Item per normal item
Potion 1
Scroll See scroll case

Treasure

Item Weight (lbs)
Coins, any type 1 per 50
Gems, any size 1 per 50
Item or Art Referee will define

Pack Animals

Animal Cost (sp) Base Load (lbs) Overland Movement (points) Tactical Movement (ft/rnd)
Draft Horse 40 400 24 30
Mule 30 200 18 30

Pack Animal Notes

  • Pack Animals are exceptionally useful when planning expeditions as they allow players to avoid overthinking the expedition planning. See Expedition Logistics for more information

Encumbrance and Movement
* While everyone would like to carry gear for every situation, this is impractical. The more you carry, the slower you move overland as well as in tactical situations

Resource Die
The Resource Die mechanic is a game-play simplification designed to make it easier on players to track expendable resources. The goal of the system is to make resource usage consumption an important part of the game without burdening the player with detailed record-keeping.

Benefits of the System

  • Makes the consumption (or conservation) of certain resources easy to track for players
  • Enforces the core concept that resource management is a key component of the game
  • Prevents the characters from having to, for example, scour a location post-combat to find expended ammunition that missed its mark and therefore might be reclaimed for use later

Issues with the System

  • Does not allow a character to know exactly how many arrows (or whatever) they have remaining. The character only knows they have a relative or approximate amount (plenty, a fair amount, almost out, empty)
  • Is a nod towards game playability rather than strict simulation, which might be distasteful to some

How Resource Die Are Used

  • Any item carried in quantity (ammunition like arrows is a perfect example) can instead be treated as a Resource Die rather than strictly counting the number of individual items present
  • In addition to the items defined above that use Resource Die, the Referee may ask that some other resource be tracked via this method, or that in certain cases, items typically tracked by Resource Die are instead exactly counted (like in a desperate survival situation)
  • Quantity of items tracked using Resource Dice vary from 1d20 (which represents "a substantial amount" or "many remaining") thru 1d4 (which represents "almost out or empty" or "few remaining")
  • Each time the associated resource is used (for example, after a bow is used in a combat or used for hunting or a healer uses a Healing Kit), but importantly not for every shot, only after all such usages are likely complete for a given scene, the Resource Die for that resource is rolled
  • The Referee will determine when a scene or activity is complete enough to warrant the roll of the Resource Die
  • On a result of anything but a 1 or 2, the resource was used, but too few items or too little of the resource was expended to make a difference. The Resource Die for that resource is not adjusted
  • On a result of a 1 or 2, the resource was (or became) measurably depleted during its most-recent use. In this case, decrease the Resource Die by 1 die type (d20 -> d12 -> d10 -> d8 -> d6 -> d4). Note this new die type for this resource
  • If the current Resource Die is a d4 and a 1 or 2 is rolled, the resource is now fully depleted and no more of the resource exists - the quiver is empty of arrows, the canteen is out of water, or the like