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 Spikes (Resource 1d6) | 1 | 3 |
Lantern | 10 | 3 |
Lockpick | 10 | 0 |
Musical instrument, large | 40 | 3 |
Musical instrument, small | 20 | 1 |
Oil (lamp) | 2 | 1 |
Pole, 10ft | 5cp | 5 |
Rations, preserved 1 day | 1 | 2 |
Rations, draft horse 1 day | 1 | 40 |
Rations, mule 1 day | 4cp | 20 |
Rope, 50ft | 2 | 2 |
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
Rope: half-inch jute-like rope with max load of 650lbs
Scribe's Kit: small box with ink, nibs, quills, sheets of cheap paper, a 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
Spellbook: water and fire resistant, secured with hasp, vellum pages, extra-strong covers and bindings
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, Unwieldy, Weighted |
Club | 2 | 2 | Blunt, Melee, Off-hand, Weak |
Crossbow | 30 | 3 | Crossbow, Missile (10ft-80ft / 81ft-160ft / 161ft-240ft) |
Dagger | 2 | 1 | Melee, Missile (10ft-10ft / 11ft-20ft / 21ft-30ft), Off-hand, Small, Weak, Versatile |
Hand Axe | 3 | 2 | Melee, Missile (10ft-10ft / 11ft-20ft / 21ft-30ft), Off-hand |
Javelin | 5 | 2 | Missile (10ft-30ft / 31ft-60ft / 61ft-90ft), Versatile |
Lance | 30 | 10 | Melee, Mounted, Unwieldy, special: required 10ft reach |
Long bow | 40 | 3 | Missile (10ft-70ft / 71ft-140ft / 141ft-210ft) |
Mace | 15 | 3 | Blunt, Melee |
Polearm (any) | 25 | 10 | Brace, Melee, Reach, Unwieldy |
Short bow | 25 | 2 | Missile (10ft-50ft / 51ft-100ft / 101ft-150ft) |
Sling | 1 | 0 | Blunt, Missile (10ft-40ft / 41ft-80ft / 81ft-160ft), Small, Weak |
Spear | 4 | 3 | Brace, Melee, Missile (10ft-20ft / 21ft-40ft / 41ft-60ft), Unwieldy |
Staff | 2 | 2 | Blunt, Melee, Unwieldy, special: requires 2 hands to use effectively |
Sword | 15 | 4 | Melee |
Two-handed sword | 30 | 10 | Melee, Two-handed |
Warhammer | 30 | 10 | Blunt, Melee, Two-handed, Unwieldy, Weighted |
* 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 an oncoming foe. In this case, it's wielder makes an attack before the foe attacks
Crossbow: -2 to AC, roll damage twice then take the higher result, then add +1 to the total. Requires the use of a Move to reload. Crossbows cannot be carried for long periods of time loaded. Loaded crossbows must be carried in hand
Melee: The weapon is only effective if an enemy is adjacent to the wielder
Missile: The weapon is effective at range and cannot be used if an enemy is within 5ft of the wielder. Thrown missile weapons use PHYS (not DEX) for bonus damage. Bows and other mechanical missile weapons do not have bonus damage
Mounted: The weapon must be used when charging from horseback. It does triple damage (3d6)
Off-hand: The weapon may be used in the off hand. If used in this fashion, the wielder receives +1 to hit on the attack roll
Reach: The weapon is effective at 10ft from its wielder. It must wielded with two hands. -1 to AC +2 to damage
Small: The weapon is small and easier to disarm (but also is easier to conceal)
Two-handed: The weapon is large and requires two hands to wield effectively. -1 to AC, +2 to damage
Weak: The weapon is less effective than other weapons, roll 1d4 instead of 1d6 for damage
Unwieldy: The weapon cannot be stowed, it must always be carried in hand or otherwise specially handled
Versatile: PHYS or DEX is used to determine attack bonuses. If the weapon is thrown or swung, use PHYS (and not DEX) to determine bonus damage
Weighted: This weapon does an additional +1 damage after all other modifiers
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
- Armor is made to fit a particular race (human, dwarf etc.) and cannot be altered to fit another
- Armor made for Heflin weighs half as much as the listed weight. Armor made for elves weights two-thirds the listed weight (rounded up)
- 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 / Max Load (lbs) | Overland Movement (points) | Tactical Movement (ft/rnd) | Wagon Pull Weight (lb) |
Draft Horse | 80 | 400 / 500 | 24 | 35 | 12,000 |
Mule | 30 | 200 / 300 | 24 | 30 | 800 |
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
- Mule: sometimes stubborn especially when worked hard under heavy load or not allowed to rest, but sure footed and does not spook easily. Pound-for-pound stronger than a draft horse. Cheaper upkeep costs, uses less water than a draft horse. Comfortable foraging
- Draft Horse: stronger and faster than a mule, but less sure-footed and can spook easily. Higher upkeep costs but massive pulling weight compared to mules. Can be a picky eater making foraging harder
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
- The amount you can carry is affected by your PHYS score. See Characters for more information
- See Weight and Encumbrance and Time and Movement for more information
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