Gear

Encumbrance
Despite their most fervent prayers, Adventurers will be unable to carry every last weapon, piece of armor and treasure chest they discover. There is a limit to what an Adventurer can carry and those who exceed this limit will not be able to move very quickly.

Every piece of equipment in the Equipment chapter has an Encumbrance (ENC) score, though
some items are too small or light to have an ENC score.

  • An Adventurer can carry equipment with a total ENC that is less than or equal to his STR+SIZ without penalty.

Overloading
An Adventurer carrying total ENC greater than his STR+SIZ is Overloaded.

  • Overloaded Adventurers suffer a –20% penalty to all tests that require physical actions, including Weapon Skill Tests and most tests that have DEX or STR as a Characteristic (some exceptions being Sleight and Mechanisms).
  • Overloaded Adventurers have their Movement halved. They also suffer a –20% penalty to all Fatigue tests.

Armor
Armor absorbs weapon damage. Any successful attack must first penetrate an Adventurer’s armor before it starts reducing Hit Points. This simple fact alone makes armour an essential for any Adventurer intending to face great peril or deliberately seek out dangerous challenges.

However, armor is not infallible: every piece of armor has certain limitations and weak-spots and a well-aimed or well-timed blow can bypass armor completely. So a total reliance on armor
–even good metal armor– is perhaps misplaced. For comfort, and as part of its protection, all armor is considered lined or padded.

Armor does not need to be bought as a full suit: different pieces can be mixed and matched, although nobles, especially, delight in wearing crafted armor of one type.

Basic Armor Types
Armor generally comes in three types: Light, Medium and Heavy. See the Armor section for more info on specific kinds of armor.

Weaponry
It would be unthinkable for an Adventurer to set out into danger without the means to protect
himself. For many Adventurers a sword or dagger suffices but many soldiers, skilled in a variety of weapons, know that different weapons have different applications and that a sword, whilst good against one type of foe, is completely useless against another.

The assortment of weapons– Close and Ranged Combat– is extensive.

Close Combat Weapons
Each Close Combat weapon is characterised by the following qualities:

  • Category: The type of weapon this is.
  • Damage Dice: The damage the weapon deals on a successful attack.
  • STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a –5% penalty is applied to a Adventurer’s skill when attacking and parrying with this weapon.
  • Size: Each weapon possesses a size rating. This is related to its mass, leverage and stability. The value is used to determine both the weapon’s ability to inflict and parry damage. The size categories are Small (S), Medium (M), Large (L), Huge (H) and Enormous (E).
  • Reach: The weapon’s length, how far it can reach in combat. The size categories are Touch (T), Short (S), Medium (M), Long (L) and Very Long (VL).
  • Combat Maneuvers: The Combat Maneuvers a weapon can inflict– such as Bashing, Impale and so forth.
  • ENC: The weight and bulk of the weapon. See Encumbrance for more details on its effects on Adventurers.
  • AP/HP: The Armor Points and Hit Points possessed by the weapon. When Hit Points reach 0,
    the weapon is broken and useless.

Ranged Combat Weapons
Just as Close Combat weapons are defined by certain qualities, so are Ranged weapons.

  • Category: The type of weapon this is. This is used as a basis for Combat Styles.
  • Damage Dice: The damage the weapon deals on a successful attack.
  • Range: This is the effective range of the weapon. The maximum range a weapon can be fired or thrown is twice this score.
  • Load: This shows how many Combat Actions are required to load or reload the weapon.
  • STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a –5% penalty is applied to an Adventurer’s skill when attacking with this weapon.
  • Size: Each ranged weapon possesses a size rating. In the case of projectile weapons, this does not relate to the firing weapon itself but rather to how ‘forceful’ its ammunition is.

The value is used to determine whether the weapon can overcome any shield which may parry it. The size categories are Small (S), Medium (M), Large (L), Huge (H) and Enormous (E).

  • Combat Maneuvers: Any specific Combat Maneuvers applicable to the weapon or its
    ammunition.
  • ENC: The weight and bulk of the weapon. See Encumbrance for more details on its effects on Adventurers.
  • AP/HP: The Armor Points and Hit Points possessed by the weapon. When Hit Points reach
    zero, the weapon is broken and useless.

Armor and Weapon Composition

Bronze
Bronze armor and weapons were commonly used for some time in Byrra’s history, as even the Shin and Aksumites worked in bronze 1000 years before the arrival of the other humans on the main continent. While the knowledge of effectively crafting iron and steel was long known by the elves and dwarves, bronze was state of the art in human development.

Although bronze armor and shields are generally known to be inferior to similar iron or steel designs, such armors are typically only half the price of iron ones.

Making armor out of bronze results in a -1 Armor Point penalty/ -10 Hit Point penalty below the base values listed for standard armor. The armor types for which bronze versions are available include: banded mail, breastplate, chain shirt, chainmail, full plate, half-plate, scale mail and splint mail.

Iron and Steel
Most standard metal armor and weapons in the world of Byrra are made from iron. Certain expert craftsmen have the knowledge and skill to produce hardened steel by carefully controlling the carbon content of the alloy and using proper quenching, working techniques and tempering.

Making any item out of high quality steel triples the cost (except for steel scale mail, which is four times the cost); however, it does result in a +1 Armor Point bonus/ +10 Hit Point bonus above and beyond those base values listed for standard armor.

Iron and steel shields are essentially the same– though the iron versions of standard shields are cheaper and require more maintenance. High quality steel versions of the following armor types are available: banded mail, breastplate, chain shirt or chainmail, full plate, half-plate, scale mail and splint mail.

Gear

Lands of Brixia Davidb_S