add new campaigns
add equipment to rules add animist class add referee's screen
This commit is contained in:
@@ -270,13 +270,18 @@ When a PC increases their level, the following actions may be performed:
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### Encumbrance
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PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
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Characters can carry a number of "Important Items", based on their Strength (STR).
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- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
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- Items can be carried **At Ready** or **Packed**.
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- "At Ready" items may be grabbed and used without delay.
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- Packing or unpacking items takes 1 turn.
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- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
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- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
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- Leather armor counts as 1 item, mail counts as 2 items, plate counts as 3 items.
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- 2-handed weapons count as 2 items.
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- 1000 coins or 100 gems count as 1 item.
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Carrying more items than allowed can be done, but movement is halved (or worse).
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- 100 coins or gems count as 1 item.
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- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
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- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
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### Health, Damage and Dying
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@@ -78,19 +78,21 @@ Cosmic principles that represent broad world views
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### Character Creation
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1. Roll Abilities
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- Roll 4d6 and drop the lowest die (aka "4d6DL") for each.
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- Either roll 4d6DL once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race.
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2. Choose a Class (and, optionally, a Race besides human)
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3. Determine Starting Level
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1. Roll Abilities.
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- Roll 4d6 and keep the highest 3 (aka "4d6KH3") for each ability.
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- Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race.
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- On Roll20, all 6 scores can be rolled at once with this command: `/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]]`.
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2. Choose a [Class](/classes/) (and, optionally, a [Race](/races/) besides human).
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3. Determine Starting Level.
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- If playing a legacy character, update starting XP appropriately.
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- If starting at a level beyond 1, pick an ability score and roll a d20. If the roll exceeds the score, add 1 point to that Ability. Then repeat picking and rolling for each additional starting level beyond 1.
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4. Roll Starting Hit Points
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4. Roll Starting Hit Points.
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- Type is determined by class, number is determined by level.
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- Re-roll any 1s or 2s.
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5. Choose Alignment
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6. Note Starting Languages
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7. Buy Equipment
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8. Determine attacks and AC
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5. Choose [Alignment](#alignment).
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6. Note [Starting Languages](./adventuring.html#languages).
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7. Buy [Equipment](./equipment/fantasy.html).
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8. Determine [attacks and AC](./combat.html).
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!!!include(license/wotc-cc-by.md)!!!
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@@ -15,7 +15,7 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
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That having been said, fights do occur, and when they do, the following steps are performed:
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1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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1. **Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
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3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
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@@ -29,7 +29,7 @@ That having been said, fights do occur, and when they do, the following steps ar
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- **Move**: Move up to full speed
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- If prone, use 1/2 movement to stand up.
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- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
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- If _engaged_ with an enemy at the start of the move, must make a _fighting retreat_ or enemy gets free attack.
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- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
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- Spellcasters can't move after casting a spell.
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@@ -58,17 +58,17 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
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<div class="dividedTableWrapper">
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| Armor Type | AC |
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| :--------: | :-: |
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| None | 10 |
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| Hide | 11 |
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| Leather | 12 |
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| Studded | 13 |
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| Chainmail | 14 |
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| Half-Plate | 15 |
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| Full Plate | 16 |
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| Armor Type | AC |
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| :-------------: | :-: |
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| None | 10 |
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| Padded / Hide | 11 |
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| Leather | 12 |
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| Studded Leather | 13 |
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| Chainmail | 14 |
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| Half-Plate | 15 |
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| Full Plate | 16 |
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[Standard Armor AC]
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[Armor AC]
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</div>
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@@ -237,38 +237,49 @@ Engaged characters that wish to move away can either make a fighting retreat, or
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<div class="dividedTableWrapper">
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| Weapon | Damage | [Properties](#weapon-properties) |
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| :-----------------------------: | :----: | :----------------------------------------: |
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| Battleaxe | 1d8 | Versatile (1d10) |
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| Club | 1d4 | Blunt, Light |
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| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Flail | 1d6 | |
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| Greatsword | 1d10 | Reach, Slow, Two-handed |
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| Greatclub | 1d8 | Blunt, Slow, Two-handed |
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| Hand Axe | 1d6 | Light, Thrown (10' / 20' / 30') |
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| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
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| Lance | 1d6 | Charge |
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| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
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| Longsword | 1d8 | Versatile (1d10) |
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| Mace | 1d6 | Blunt |
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| Morningstar | 1d8 | |
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| Nunchaku | 2d4 | Blunt, Two-handed |
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| Pickaxe | 1d8 | Slow, Two-handed |
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| Polearm (Glaive, Halberd, Pike) | 1d10 | Reach, Slow, Two-handed |
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| Quarterstaff | 1d4 | Blunt, Versatile (1d6) |
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| Rapier | 1d8 | |
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| Scimitar | 1d6 | |
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| Sickle | 1d4 | Light |
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| Shortsword | 1d6 | |
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| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
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| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
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| Warhammer | 1d6 | Blunt, Versatile (1d8) |
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| Whip | 1d4 | Reach |
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| Weapon | Damage | [Properties](#weapon-properties) |
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| :----------: | :----: | :---------------------------------------------------: |
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| Battleaxe | 1d8 | Versatile (1d10) |
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| Blackjack | 1d2 | Blunt, Stealth |
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| Club | 1d4 | Blunt, Light |
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| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Flail | 1d6 | |
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| Garotte | 1d4 | Entangle, Stealth, Two-handed |
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| Greatsword | 1d10 | Reach, Slow, Two-handed |
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| Greatclub | 1d8 | Blunt, Slow, Two-handed |
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| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
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| Lance | 1d6 | Charge |
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| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
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| Longsword | 1d8 | Versatile (1d10) |
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| Mace | 1d6 | Blunt |
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| Morningstar | 1d8 | |
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| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
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| Nunchaku | 2d4 | Blunt, Two-handed |
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| Pickaxe | 1d8 | Slow, Two-handed |
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| Polearm | 1d10 | Reach, Slow, Two-handed |
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| Rapier | 1d8 | |
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| Scimitar | 1d6 | |
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| Sickle | 1d4 | Light |
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| Shortsword | 1d6 | |
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| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
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| Staff | 1d4 | Blunt, Versatile (1d6) |
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| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
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| Warhammer | 1d6 | Blunt, Versatile (1d8) |
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| Whip | 1d4 | Entangle, Reach |
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[Melee Weapon Table]
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[Melee Weapons]
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</div>
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#### Melee Weapon Details
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- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
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- **Garotte**: While target is entangled, inflicts damage automatically each round.
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- **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
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- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
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- **Whip**: On a successful hit, may either inflict damage OR entangle.
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#### Ranged Weapons
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<div class="dividedTableWrapper">
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@@ -276,6 +287,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or
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| Weapon | Damage | Range | [Properties](#weapon-properties) |
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| :-------------: | :----: | :---------------: | :------------------------------: |
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| Blowgun | 1 | 25' / 50' / 100' | Reload |
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| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
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| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
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| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
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| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
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@@ -284,20 +296,16 @@ Engaged characters that wish to move away can either make a fighting retreat, or
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| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
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| Sling | 1d4 | 40' / 80' / 160' | Blunt |
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[Ranged Weapon Table]
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[Ranged Weapons]
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</div>
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#### Ranged Weapon Details
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- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
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#### Weapon Properties
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- **Blunt**: Can be wielded by cleric.
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- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- **Reach**: Grants a extra 5' reach for determining melee range.
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- **Reload**: Takes a round to reload, can only be fired every other round.
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- **Slow**: Always attacks last in a round.
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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!!!include(rules/weapon-properties.md)!!!
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!!!include(license/wotc-cc-by.md)!!!
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245
src/pages/rules/equipment/fantasy.md
Normal file
245
src/pages/rules/equipment/fantasy.md
Normal file
@@ -0,0 +1,245 @@
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---
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title: 'HOSR Core Rules: Fantasy Equipment Tables'
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description:
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date_pub: 2024-03-08T16:42:11.000-04:00
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section: rules
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content_type: feature
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short_code: uhef
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---
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Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
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### Adventuring Equipment
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<div class="dividedTableWrapper">
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| Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) |
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| :-------------------------------: | :-------: | :------------------------------------------------: |
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| Backpack (400 coins) | 5 | Storage |
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| Barrel (40 gal / 320 pints) | 1 | 3 |
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| Bedroll | 2 | 1 |
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| Bell (1") | 1 | 1 |
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| Belt pouch (50 coins) | 1 | 0 |
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| Block and tackle | 5 | 1 |
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| Box (iron, large, 800 coins) | 30 | 3 |
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| Box (iron, small, 250 coins) | 10 | 1 |
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| Bucket (5 gal / 40 pints) | 1 | 1 |
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| Caltrops (bag of 20) | 1 | 1 |
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| Candles (10) | 1 | 1 |
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| Chain (10') | 30 | 2 |
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| Chalk (10 pieces) | 1 | 1 |
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| Chest (wooden, large, 1000 coins) | 5 | 3 |
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| Chest (wooden, small, 300 coins) | 1 | 1 |
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| Chisel | 2 | 1 |
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| Cooking pots | 3 | 3 |
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| Crowbar | 10 | 1 |
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| Firewood (bundle) | 1 | 1 |
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| Fishing rod and tackle | 4 | 1 |
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| Garlic | 5 | 0 |
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| Grappling hook | 25 | 1 |
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| Hammer (small) | 2 | 1 |
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| Holy Symbol (gold) | 100 | 0 |
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| Holy symbol (silver) | 25 | 0 |
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| Holy Symbol (wooden) | 5 | 0 |
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| Holy water (vial) | 25 | 1 |
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| Ink (vial) & Quill | 1 | 1 |
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| Ladder (wooden, 10') | 5 | 3 |
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| Iron spikes (12) | 1 | 1 |
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| Lantern, bullseye | 20 | 1 |
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| Lantern, hooded | 10 | 1 |
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| Lock | 20 | 1 |
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| Magnifying glass | 3 | 1 |
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| Manacles | 15 | 2 |
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| Marbles (bag of 20) | 1 | 1 |
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| Mining pick | 3 | 1 |
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| Mirror (hand-sized, steel) | 5 | 1 |
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| Musical instrument, string | 20 | 1 |
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| Musical instrument, wind | 5 | 1 |
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| Oil (1 flask) | 2 | 1 |
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| Paper / parchment (2 sheets) | 1 | 0 |
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| Pole (10’ long, wooden) | 1 | 2 |
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| Rations (iron, 7 days) | 15 | 3 |
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| Rations (standard, 7 days) | 5 | 3 |
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| Rope (50’) | 1 | 1 |
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| Sack (large, 600 coins) | 2 | Storage |
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| Sack (small, 200 coins) | 1 | Storage |
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| Saw | 1 | 2 |
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| Scroll case | 1 | 1 |
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| Sledgehammer | 5 | 2 |
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| Spade / shovel | 2 | 1 |
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| Stakes (3) and mallet | 3 | 2 |
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| Tent | 20 | 2 |
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| Thieves’ tools | 25 | 1 |
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| Tinder box (flint & steel) | 3 | 1 |
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| Torches (6) | 1 | 2 |
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| Twine (100', ball) | 1 | 1 |
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| Vial (glass) | 1 | 0 |
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| Waterskin | 1 | 1 |
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| Whistle | 1 | 0 |
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| Wine (2 pints) | 1 | 1 |
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| Wolfsbane (1 bunch) | 10 | 1 |
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[Adventuring Equipment]
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</div>
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#### Equipment Details
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- **Backpack**: Leather bag with shoulder straps, holds 400 coins.
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- **Block and tackle**: For lifting and hauling.
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- Reduces weight by 75%, uses 4x as much rope.
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- **Caltrops**: Small metal spikes, covers 5' square area.
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- Creatures moving through have 2-in-6 chance of being wounded by spike.
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- Wounded creatures move at 50% for 24 hours (or until healed).
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- **Candle**: Casts dim light in 5' radius, burns 1 hour.
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- **Cooking pots**: Various pots and pans useful for cooking by campfire.
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- **Firewood**: Burns 8 hours.
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- **Holy symbol**: Carried by divine spell casters, often as a pendant or attached to their shields.
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- **Gold**: Grants +1 bonus to 2d6 roll when turning undead.
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- **Wooden**: Inflicts -1 penalty to 2d6 roll when turning undead.
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- **Holy water**: Blessed water, inflicts damage on undead, loses blessing when removed from vial.
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- **Ink & quill**: Vial of black ink and large feather for writing.
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- Colored ink costs double.
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- Enough for 50 pages of writing.
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- **Iron spikes**: Used to wedge doors (open or shut), rope anchor, etc.
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- **Lantern, bullseye**: Narrows light to beam, 60' long and 20' wide.
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- Includes shutters to hide light and protect flame.
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- Can also cast light in 30' radius.
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- Uses one oil flask every 4 hours.
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- **Lantern, hooded**: Includes shutters to hide light and protect flame.
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- Casts light in 30' radius.
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- Uses one oil flask every 4 hours.
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- **Lock**: Basic iron lock with key.
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- **Musical instrument**: Price listed is for standard quality, higher quality costs up to 10x more.
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- **Oil flask**: Lasts 4 hours in lantern, can be used as a weapon.
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- Can be used to create a 3' diameter pool that burns for 1 turn (doing 1d8/round damage to creatures who pass through it).
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- Monsters with a fire attack are not harmed by fire.
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- **Paper / parchment**: 1' square sheets.
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- **Rations, iron**: Food preserved for traveling.
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- **Rations, standard**: Fresh food.
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- **Rope**: Can hold 3 up to 3 people.
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- **Stakes and mallet**: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
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- **Tent**: Can fit up to 2 adult humanoids.
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- **Thieves' Tools**: Small case containing tools for picking locks.
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- **Tinder box**: Useful for lighting fires.
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- Takes 1 round, 2-in-6 chance of success.
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- **Torch**: Burns for 1 hour, Casts light in 30' radius.
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- **Twine**: Can hold 30 lbs weight.
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- **Vial**: Glass vial that holds up to 1/2 pint of liquid.
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- **Waterskin**: Holds up to 2 pints of liquid.
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- **Wolfsbane**: Herb that repels lycanthropes with a successful hit in melee combat.
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### Weapons
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#### Melee Weapons
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<div class="dividedTableWrapper">
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| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
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| :----------: | :-------: | :----: | :---------------------------------------: |
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| Battleaxe | 7 | 1d8 | Versatile (1d10) |
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| Blackjack | 1 | 1d2 | Blunt, Stealth |
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| Club | 3 | 1d4 | Blunt, Light |
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| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Flail | 5 | 1d6 | |
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| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
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| Greatsword | 15 | 1d10 | Reach, Slow, Two-handed |
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| Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
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| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
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| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
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| Lance | 5 | 1d6 | Charge |
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| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
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| Longsword | 10 | 1d8 | Versatile (1d10) |
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| Mace | 5 | 1d6 | Blunt |
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| Morningstar | 10 | 1d8 | |
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| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
|
||||
| Pickaxe | 7 | 1d8 | Slow, Two-handed |
|
||||
| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
|
||||
| Rapier | 7 | 1d8 | |
|
||||
| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
|
||||
| Sickle | 5 | 1d4 | Light |
|
||||
| Shortsword | 7 | 1d6 | |
|
||||
| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
|
||||
| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
|
||||
| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
|
||||
| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
|
||||
| Whip | 5 | 1d4 | Entangle, Reach |
|
||||
|
||||
[Melee Weapons]
|
||||
|
||||
</div>
|
||||
|
||||
#### Melee Weapon Details
|
||||
|
||||
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
|
||||
- **Garotte**: While target is entangled, inflicts damage automatically each round.
|
||||
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
|
||||
- **Whip**: On a successful hit, may either inflict damage OR entangle.
|
||||
|
||||
#### Ranged Weapons
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Weapon | Cost (gp) | Damage | Range | [Properties](#weapon-properties) |
|
||||
| :-------------: | :-------: | :----: | :---------------: | :------------------------------: |
|
||||
| Blowgun | 3 | 1 | 25' / 50' / 100' | Reload |
|
||||
| Bolas | 5 | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
|
||||
| Crossbow, Hand | 25 | 1d4 | 20' / 40' / 80' | Light, Reload |
|
||||
| Crossbow, Heavy | 50 | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
|
||||
| Crossbow, Light | 30 | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
|
||||
| Great Bow | 60 | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
|
||||
| Longbow | 40 | 1d6 | 70' / 140' / 210' | Two-handed |
|
||||
| Net | 5 | 0 | 10' / 20' / 30' | Blunt, Entangle, Two-handed |
|
||||
| Shortbow | 25 | 1d6 | 50' / 100' / 150' | Two-handed |
|
||||
| Sling | 2 | 1d4 | 40' / 80' / 160' | Blunt |
|
||||
|
||||
[Ranged Weapons]
|
||||
|
||||
</div>
|
||||
|
||||
#### Ranged Weapon Details
|
||||
|
||||
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Ammunition | Cost (gp) |
|
||||
| :-------------------------: | :-------: |
|
||||
| Arrows (quiver of 20) | 5 |
|
||||
| Crossbow bolts (case of 30) | 10 |
|
||||
| Blowgun darts (case of 5) | 1 |
|
||||
| Silver tipped ammo (1) | 5 |
|
||||
| Sling bullets (bag of 20) | 5 |
|
||||
| Sling stones | 0 |
|
||||
|
||||
[Ranged Ammunition Costs]
|
||||
|
||||
</div>
|
||||
|
||||
#### Ranged Ammunition Details
|
||||
|
||||
- **Sling bullets**: +1 damage with sling (1d4+1 total)
|
||||
|
||||
#### Weapon Properties
|
||||
|
||||
!!!include(rules/weapon-properties.md)!!!
|
||||
|
||||
### Armor
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Armor Type | Cost (gp) | AC |
|
||||
| :-------------: | :-------: | :-: |
|
||||
| None | 0 | 10 |
|
||||
| Padded / Hide | | 11 |
|
||||
| Leather | 20 | 12 |
|
||||
| Studded Leather | 30 | 13 |
|
||||
| Chainmail | 40 | 14 |
|
||||
| Half-Plate | 50 | 15 |
|
||||
| Full Plate | 60 | 16 |
|
||||
|
||||
[Armor]
|
||||
|
||||
</div>
|
||||
|
||||
!!!include(license/wotc-cc-by.md)!!!
|
10
src/pages/rules/equipment/index.md
Normal file
10
src/pages/rules/equipment/index.md
Normal file
@@ -0,0 +1,10 @@
|
||||
---
|
||||
title: 'HOSR Core Rules: Equipment Tables'
|
||||
description:
|
||||
date_pub: 2024-03-09T11:36:31.000-04:00
|
||||
section: rules
|
||||
content_type: feature
|
||||
short_code: uhe1
|
||||
---
|
||||
|
||||
- [Fantasy]: Equipment tables for standard fantasy campaigns.
|
Reference in New Issue
Block a user