
Saturday, December 28, 2013
Epic Mark III version of SRI equipment list.

Wednesday, February 11, 2009
Social System V: Those who choose not to conform
Those that want to be independent need to pay close attention to kinship, social status and religion as well as the law. If you don't then whatever passes for law enforcement (here in the 15th Century it is the Lord's, Town's or Bishop's men at arms) will physically subdue you and bring you to trial. The 15th Century is not big on the prison system, so unless imprisonment serves a political or religious end, the exits from imprisonment are either banishment from the jurisdiction, a very quick and public death or possibly acquittal.
The more central and public a place you have in social life, the more you must conform to all social expectations. The degree to which anything you do challenges the social order determines the likelihood that something bad will be done to you. The three principles for successfully not conforming are: 1. Don't get caught or keep your activities as far away from proper society as possible. 2. "Facts" are open to interpretation and quite a game goes into determining what counts and what doesn't. If you want to not conform, find a convenient way to to let people permit it so that even if they "really know" you are up to no good, they have a good excuse to let it go. 3. Violence speaks, as long as you can avoid anyone bigger and stronger, you can get away with anything. However, Christendom can, and often does, work as one to crush specific targets, so you better pay attention to number 2. as well.
As noted above, the price for not paying attention to kinship is probably only social disapproval and perhaps the odd beating. Unfortunately bloodlines reproduce themselves and a family grudge or feud can and usually does wait around until it gets a chance to do something more tangible to your or your descendants.
Social status is more serious, essentially, you will be made to conform immediately and everyone has a strong material and religious interest in maintaining the social order. You must understand, that just because the social order is not so good for most people two factors prevent it's overturn: 1. people fear change 2. more importantly, few people have nothing to lose and the way in which our 15th Century society works gives everyone right down the chain the opportunity to "lord it over someone else". If anyone has any ability or power to achieve anything at all, they have by definition such a stake in keeping things the way that they are, that they will work to ensure that the outcome of any social interaction reinforces this social order.
Religion is the most serious of all. The worst thing that could happen to an individual is to come under religious sanction. Not only will this lead to all of the bad things that happen when you do not conform to the demands of social status, but the strong ability of religion to motivate, will lead everyone to go out of their way to do these bad things and more. People take religion seriously, there is a widespread sense of religious danger, both the personal danger of damnation and the danger to society as a whole through consequences of Gods anger. If you offend a religious requirement, you will be marked out as cursed and curses can be contagious. If you hold some position in society, you will now be close to losing it as you have created opportunity for rivals to game against you. So you must be wondering why the Church doesn't just rule everything?
In the eternal story of the struggle between Emperors and the Popes, there is a lesson to be learnt: One intelligent and powerful Emperor so offended the Pope in their conflicts that he was excommunicated. His rivals the Electors and the great nobles took advantage of the opportunity to gather enough support to have the Emperor deposed. However, the Emperor walked barefoot in the snow, accompanied by his wife and children, to the house in the Alps where the Pope was trying hard to be out of reach. When he reached the door, he humbly knelt down in the cold snow outside and begged the Pope to come out and forgive him. The Pope had no choice but to do so and the Emperor had defeated the Pope once more.
Wednesday, February 4, 2009
Social System III: Social Status
Despite the anachronistic tendency to try and find "democracy" and "egalitarianism" in all sorts of places in the 15th Century, life is profoundly unfair. Those lucky enough to be born into the right station have it a whole lot better than those that aren't. Better access to resources, education and greater freedom of opportunity. The clearest distinctions were noble/commoner and man/woman. Simply put, nobles had ability to exploit the wealth and work of others lower down the food chain and enjoyed legal and customary privileges versus commoners. Likewise women were largely excluded (there were exceptions) from "public" life and were confined to certain roles, these roles differed according to their social station. Whatever their station, women do not enjoy all of the legal and customary protections that men do.There is literally a "great chain of being" from high right down to low. Since God ordained it and it is thus a law of nature, any who oppose this order must be a little odd, if not outright dangerous. Still, as with the caveat at the start, there might be many ways to effectively step outside the restrictions of social status. However, you only can because people let you.
Despite life's profound unfairness, there is scope for social mobility, though not as much as you might think. Over generations, a family line might move from peasant, to wealthy peasant to peasant with tenants, to village leader, to knight, to manorial lord and then get lucky enough to get noticed and given some really big minor title by your overlord. In any one lifetime, you will not move much above your current station, those who had previously been above you will find this literally offensive and will oppose it with every fibre of their being. Though the church is often held up as a channel for advancement if you were blessed with intelligence and the right contacts, there is a suspiciously high (ie nigh universal) incidence of nobles in the ranks of the Saints, Church positions of abbot, bishop or above and even in those who get do intellectual, preaching and teaching work. Internally, the church as an organisation is heavily socially stratified with those who enter it being sorted into occupations based on their status. These occupations will, in addition to being more or less enjoyable and worthwhile of themselves, have different (or no) prospects for further advancement.
However, if you don't have social status of your own, you can always ride on someone else's coat-tails. They might let you because you are kin (see 'Kinship') or because you are useful in some way. Patronage is part of what holds society together, the powerful give benefits (offices, money, titles, gloves and so on) to those below them in return for service and so it continues down the chain reinforcing loyalties between lord and master. Patronage is not just socially beneficial, it is socially expected and if not performed, the offender will be punished in some way. However it works out in a given situation, any individual might come to enjoy quite a comfortable life full of opportunities and even a lot of power and freedom from the consequences of their actions, as long as their patron remains powerful. That's good for the patron, as their underlings know that sometimes literally their whole world depends on their Patrons success.
Here it is important to understand that this is a violent society. Not only are the nobles essentially just the biggest gangs in town and the key characteristic of males of the noble class is their possession of training and specialist equipment for warfare, those in charge do not claim any monopoly on violence. That's right, you are not going to hear anyone say "don't take the law into your own hands" here in the 15th Century. As long as your violence doesn't impact on their immediate interests, no one in power will be concerned if a group or individual chooses to mete out their own justice. Those on the top of the social order are there because they can fight to stay there, with so many gradations in the Medieval hierarchy, ultimately what is keeping "those beneath us" subordinate to their "betters" is force, and intimidation.
Tuesday, February 3, 2009
Social System II: Kinship
The Sacrum Romanum Imperium Germnicus has no provision for the common care of all, no old people's homes, no public hospitals, no unemployment benefits, often even scant Inns to be found. However, everyone is part of an extended family network, they have blood ties to groups of individuals that might have representatives scattered across the Empire, even beyond. Even in small communities, these families form sub-networks of their own. Blood ties are simple, clear and they count. They have been a key part of Germanic society since long before Christianity or the Roman empire and custom and social expectation placed a heavy weight on issues of kinship. Firstly for inheritance of property and titles; Though Primogeniture (inheritance of the whole estate to the first born male or if no males the eldest female) was not a German custom, your parentage has to be clear and legitimate for you to have any customary or legal claim to any inheritance. For this reason, women must not have sex outside of marriage (it's fine for men as it does not create legal or customary inheritance issues), if they did, parentage would be unclear and it would create uncertainty. Uncertainty creates opportunity for "contests" to take place and there are all manner of greedy relatives and grasping overlords just waiting for the chance to take someone's inheritance. Here particularly kinship can be a liability, if a potential successor's legitimacy was in doubt or the main family line died without heir, a whole slew of contenders might be able to stake a claim, drawing in their allies and other kin. For all that, bastard sons did get inheritances from their fathers (lucky thing for the sons of churchmen), as they are kin and that matters a lot.
Secondly and more importantly, kinship counts for mutual aid, protection and trust. If an individual falls upon hard times their family will likely aid them, both from feelings of affection and through social obligation. This was especially important if someone has to deal with a new land or locality where they do not have a network of friends and contacts and might lack appropriate ability to access local entitlements. Here kin provides a link and a safe point for aid and introduction to a new social world, as well as a place to stay until you get a something of your own. Of course, the utility of this varies according to how far afield you kin tend to be spread, but it's fair to say that kin networks go where they were needed. This was afterall a key motive for colonisation by traders and political marriages amongst nobles. If injury or even death were the type of misfortune that befell a person, kin are still able to "help" after the fact, by providing systematic revenge, never harm someone with strong and violent kinsfolk.
Lastly and most elementally, kinship provides a clear guide to identity and belonging. It is relatively simple stable and obvious. It provides a way to simply order the world in relation to yourself. People will give a reputation, character and personality to your kinship group and that will inevitably colour how they see you as a member of it. If you don't have goals of your own, take on your father's goals, your uncle's goals or the goals of your noble house. Even if you do have goals of your own, tough, there is considerable social and familial pressure to work in your families interests. However, kinship is really a genuine plus, individuals can choose to ignore any obligations and all they usually really risk is social disapproval and gossip.
Monday, February 2, 2009
The Social System: Preamble
It is a basic principle of my games that what exactly takes place is up to the players. Since the setting is 'fully interactive', they need not ever pick up dice and simply bypass the rules entirely through careful thought (or random ideas) and simply describing what they want to do. While that won't wash for combat, we can and do go entire game sessions with players contributing heavily but never picking up their dice. What follows in this four part feature is (I hope) some useful insights into how the social worlds of the Sacrum Romanum Imperium actually function.The Social System:
Whatever your station or birth, the three most important things in every persons' lives were kinship, social status and religion. Everyone needs food, shelter and companionship, though many deprive themselves of these for religious ends and thousands of peasants accept that they will starve to death each year. But once these simple needs are satisfied all must consider where they stand in relation to their kinfolk, their "betters" and "those beneath them" and most importantly of all, where they might stand when they come before God at judgment day... So, whatever else goes on your character sheet, have at least a brief answer to questions about these pillars of medieval identity.
But first the caveat (or the first rule for looking at social interactions):
Lots of things might potentially count or be important to the matter at hand, what in fact is important only becomes "certain" (ie it's a "made up" thing) after the matter is resolved. Before that it is a kind of game or power play (often involving force) to see which elements count. After that, most involved have a stake (for one reason or another) in at least publicly accepting a version of events that legitimates what took place.... So just as there is no actual calculus to determine how kinship, social status and religion should be weighted in relation to one another, it's actually up in the air how, for instance, a legitimate female cousin's rights should be weighed against a much loved and useful bastard son. The three elements matter, how exactly they matter in any one case is open to contest.
The caveat needs to be considered in light of the "zeroeth" rule for looking at social interactions, watch what the do, not what they say about it.The Caveat cuts both ways, when trying to influence individuals, you should work to maximise uncertainty (say by giving them some reason to believe that others, possibly their superiors or kin, may take an interest in what happens) to create opportunities for outcomes which that individual might not have otherwise countenanced. then it's just strategy, try and make considerations that favour you matter the most in the interaction.
Saturday, January 31, 2009
The Duke's Circle
Description: The powerful Duchy of Burgundy is a rival for France itself. It is a center of courtly culture whose fame is spread far abroad by it's minstrels. However, it is the military and political acumen of the Burgundian Dukes that maintains the thriving state independent of both France and the Empire. While the flower of Burgundian Chivalry is justly famous, but it is the shadowy network of spies and assassins, first established by Philip the Bold, that deserves credit for maintaining the delicate line the Dukes must walk with the Royal House of France. Their most infamous exploits occurred under the previous Duke, John the fearless, and include the successive kidnappings of the French Dauphin and in 1407, the shocking public "Tyrannicide" of the heir to the throne of France in the streets of the capital. The new Duke, Phillip 'the Good', has chosen to carefully husband the resources of the Duchy and pursue a more subtle policy than his father. However, only a little more than a decade after the events in Paris, all in Europe remember what the Duke's Circle are fully capable of. Skills: Stealth, perception, thiefcraft, melee or ranged arms, statecraft
Secret Masteries:
Duke's Hand (Statecraft (etiquette) Mastery) The agent is recognised as a the hand of the Duke wherever he or she goes. The sympathetic to the Duke or who follow tales of the Duke's glorious court, willingly open their doors to provide sanctuary, relate information and provide other small forms of aid without question.
Public Example (Statecraft (etiquette) Grand Mastery) For many reasons, political conflicts unavoidably come to a head and there is no option but violence in pursuit of Duke's aims. If it comes to this, the Duke's Circle are able to commit public assassinations so bold in their manner and with such precision and timing, that the Duke is able to escape public blame or political sanction. This ability does not achieve the assassination itself, it merely allows the agent to avoid ill effect to the Duke.
Childhood Background: Burgundy
The Burgundian court is famed throughout Christendom for it's spectacle and exultation of the Chivalric ideal. A rich center for commerce and a beacon of culture, Burgundy is accounted one of the great European states. The Dukes of Burgundy have a strained relationship with the Royal house of France and have in the past undermined them during the events of the Hundred Years War, the the current Duke has so far refrained from any activities of this kind.
Abilities: +1 Talent Performance, Persuasion
Tuesday, January 27, 2009
The Brotherhood of the Golden Spurs
Description: July 13 1302 was a day that reverberated throughout the courts of Europe, a strong force of mounted French Knights and Men-at-arms were defeated in open battle by Flemish commoners on foot, armed only with with peasants weapons. The event became known as the "Battle of the Golden Spurs" after the trophies claimed from French knights by the victorious militiamen and put on display in a nearby church . Though the French nobility exacted bloody vengeance two years later, reclaiming most of the spurs, the point had been made that that heavy cavalry could no longer expect to dominate enemy foot every time they fought and the Flemish towns were permitted the concessions they sought. Not all the spurs went on display in the church that day. A network of trusted men took them for their symbol and formed a brotherhood to secure the interests of their land against powerful nobles. Skills: Stealth, Perception, Fieldcraft, Melee arms, either Statecraft or Maneuver.
Secret Masteries
Flemish Militia (Melee arms (Staff weapons) Mastery) The Brother has mastered the techniques needed to best any mounted foe. A set spear does +2d10 (rather than 1d10) damage to charging foes (if they are mounted) and the brother gets +2 to any checks to unhorse a rider with their weapon.
Common cause (Melee arms (Staff weapons) Grand Mastery) The Brother is acclaimed as a leading man in Flemish affairs. He is awarded one of the coveted golden spurs and given access to, and sanctuary in, town halls across the low countries as well as a comfortable income, letters of credit and a fine house in his hometown.
Childhood Background: Low Countries
Languages: German, Flemish, French
The Low Countries have usually been under the sway of either the Empire of the Crown of France. However, the rising prosperity of the Flemish town communes, and some military successes by their militias, has led to some independence for their citizens form their current feudal overlords.
Abilities: +1 Talent Commerce, Melee arms.
Tuesday, January 6, 2009
Life in the 15th Century
Everyone comes from somewhere and your background and experiences as you grow up in the various regions of the Holy Roman Empire or elsewhere leave an indelible mark. Even more important than the region from which you hail is your place in the "Great chain of being" and everyone knows their place, from the lowliest serf to God's anointed, Emperor-elect and King of the Romans. Pay careful heed to the limits that the Social System can place on your plans in life. Knowing your place in the world and where you come from, you then had best find a guild which matched your inclinations and which will permit you membership. The common language in the Holy Roman Empire is simply German. The language of Christendom is Latin and the language of intellectuals is also Latin. Latin is the most appropriate language for reading and writing and theoretically would also allow you to converse with any Churchman anywhere. However, unbeknownst to most of the faithful, many a priest has been consecrated while wholly incapable of saying even the mass correctly, let alone being fully conversant in Latin!
The passage of years follows the Julian Calendar passed down from our Roman forebears. There are 365 days in a year, divided into twelve months and grouped into weeks of seven days each.
Since it is unthinkable to follow any other way than that of the Roman Catholic Church, the holy day is of course every Sunday. Most toil in the fields according to the passage of the sun in the sky, awake at dawn, breakfast work until midday, eat, then work until the gathering dusk, eat once more then sleep. Some of the greatest and wealthiest towns have sponsored skilled craftsmen to create wondrous mechanical clocks in their town squares, these clocks keep track of twelve hours before the meridian and then the twelve hours hence. However, for the minority that follow some other path in life than working the land, there is the standard of "hours" based on the routine of prayers in monasteries. There were eight of these “hours,” or "offices," during the day:
12 Pfennig (pf)= 1 Groschen or Schilling (g),
20 Groschen = 1 Florin (fl).
The standard coin for those who aspire to a greater station in life is the silver Groschen or Schilling (g), copper Pfennigs are really just shortchange for peasants to deal in and the golden "Florins", or "Guilden" or "Guilders" are what the great lords and merchants will tend to trade with.
Saturday, January 3, 2009
Lands of the Empire
Despite the wide prevalence of "German" as a cultural language here, I am not making any claim that those regions are part of either a "Greater Germany" or dominated by German culture. It is simply convenient for the game to have a lingua franca and for that reason alone I have added the German language to every background I could think of the slimmest pretext, often only that characters will have interacted with German speaking nobles or served in German speaking armies. The list of languages gives your starting character the a set of options, from which one must be chosen and others may be useful.When the Germanic kingdoms coalesced after the earlier migrations of tribes, the kingdom that emerged in Bavaria formed out of peoples who, unlike the newcomers of the neighboring lands, had a long tribal histories and great traditions. The Bavarian people take great pride in their culture, history and contribution to the Empire and are noted for their independence and superior attitude. The Bavarians enjoy the additional distinction as the finest brewers and greatest consumers of beer in Europe.
+1 Talent Statecraft, Stewardship
Languages: German, Czech
Bohemia is one of the lands nominally controlled by Sigismund, however Bohemian outrage at the burning at the stake of the religious leader Jan Hus sparked the defenestration of officials and open rebellion. The teachings of the Martyr Hus have sparked two major religious factions the the moderate Utraquists (who wished to regain the right to receive communion in both forms) and the fanatic Taborites (who formed a new Utopian community on Mt Tabor)
Abilities: +1 Talent Military arts, Theology
Hanseatic LeagueLanguages: German
The Hanseatic league is a federation of free cities, centered on the Imperial free city of Lubeck, that maintains a near monopoly on trade in the Baltic and is famed for it's lead in shipbuilding technology. In addition to it's German member cities and the Hansa towns set up by colonists around the Baltic, the league maintains enclaves or Kontors by treaty in a number of important European centers including London, Bruges (in the Low countries) and Bergen (Norway). The league wields considerable political and economic clout and often exerts this both in Imperial affairs and abroad. It has recently been plagued by the depredations of pirates in the Baltic and the North sea, including the infamous Victual Brothers, reportedly sponsored by their rivals Sweden. However their agents in trade and war, work tirelessly to expand their interests.
Languages: German, Hungarian
The Holy Roman Emperor Sigismund currently holds the crown of Hungary. While often hampered by the will of his nobles or rebels elsewhere in the Empire, in Hungary he is supreme and able to both freely enact his policies and draw on the lands soldiers for his campaigns. The majority of the Hungarian people are descendents of the Magyar horsemen, related to the horde of Atilla, who raided Christian Europe before their ruler converted in 1000 AD. A significant minority are Germanic Saxon settlers. A large proportion of the soldiery of this land are light horsemen and horse archers. With the advances of the Turk, Hungary is now one of the frontiers of Christendom in the east. St Margaret is the Patron Saint of Hungary.
Abilities: +1 Talent Animal Handling, Ranged Arms
Languages: German, Flemish, French
The Low Countries have usually been under the sway of either the Empire or the Crown of France. However, the rising prosperity of the Flemish town communes, and some military successes by their militias, has led to some independence for their citizens form their current feudal overlords.
Abilities: +1 Talent Commerce, Melee arms.
Languages: German, Baltic
The lands held by the Teutonic Order were Christianised by a crusade in the last two centuries. The Order holds all the conquered lands as their fief granted by Papal Bull. However, their position as the bulwark of Catholicism in Eastern Europe has been undermined by the conversion of the Duchy of Lithuania to Christianity and the alliance of this new power with the Kingdom of Poland. Together they inflicted a great defeat on the Teutonic Order at the battle of Tannenburg when the Holy Roman Emperor Sigismund was prevented by his German nobles from coming to the Knights aid.
Abilities: +1 Talent Melee arms, Theology
Languages: German
The lands on either side of the mighty Rhine river are the richest and most productive in the Empire. The people are noted for their love of festivity and outgoing nature.
Abilities: +1 Talent Farming, Performance
Languages: German
Saxony is the heartland of Germanic politics and identity and has long been important to the affairs of the Empire. Saxony is presently an Imperial Electorate. Saxons have been at the forefront of expansion north, east and south, this growth has seen Saxon lands now form the new core of an expanded and Germanic empire.
Abilities: +1 Talent Statecraft, Melee Arms.
Languages: German
Abilities: +1 Talent Farming, Military arts
The confederation of Swiss Cantons remains nominally a part of the Holy Roman Empire. However, in all respects they are effectively independent despite numerous attempts by their neighbours to assert control or take lands from them. It is their well disciplined militia, raised from the free men in every community that has achieved this feat. They from large units armed with Pikes and Halberds and are the most sought after mercenaries in Europe.
Saturday, December 13, 2008
Fighters, Dwarves and Thieves
Fighters and Dwarves must be tough and hardy to succeed in their front-line role. Their Hit dice will be 1d6+2 rather than 1d8Thieves are a funny creature in OD&D, they were not in the original rules and there are some that remain ambivalent toward them. However, there is something to like in them and they will be kept in the game. I just can't find a satisfactory way to have lock-pickers and trap-disarmers without them. The real issue is their sheer weakness with only a d4 HD so we will make the following changes:
1. They use their 'Save vs Spell' column to save vs Wands and Breath Weapons as well. This gives them very good saves across the board.
2. Should they survive to the heady heights of 5th level, they will gain the ability to evade Breath Weapons as well as Wands and Spells that damage HP. On a failed saving throw, Thieves will take only half the damage received, rounded down.
OD&D

My favourite time waster recently has been to browse OD&D blogs. While I don't necessarily agree with what is sometimes an unnecessarily fetishistic approach, I think they make a lot of good points.
I've decided to run a game in my D&D world using an OD&D clone, "Labyrinth Lord" (LL hereafter). It can be found here: http://http//www.goblinoidgames.com/labyrinthlord.htm.
However, while it avoids the pitfall of wanting to be too 'Old school', I am going to be making some minor changes to chargen, minor I say. I will also be adding a 3rd Edism, because it will be fun.
LL uses this basic scheme:
3 (-3)
4-5 (-2)
6-8 (-1)
9-12 (0)
13-15 (+1)
16-17 (+2)
18 (+3)
And "Swords&Wizardry", which wants to be as much like the first D&D as it can, ( found here: http://www.swordsandwizardry.com/) uses:
3-8 (-1)
9-12 (0)
13-18 (+1)
We will be using my own version:
3 (-2)
4-8 (-1)
8-12 (0)
13-17 (+1)
18 (+2)
Having easy +1s and the possibility of +3s just overdoes the stat inflation right there in chargen. A +1 should mean something. However, I also want an 18 to mean something. This applies to Con, Str, Dex and Wis bonuses. Cha is fine already. Int is a particular case, the table is in general fine but I will be giving a bonus spell to those magic users and Elves of very high (15+) Intelligence.
Monday, December 8, 2008
Ranged Arms (Gunpowder) Speciality

Ranged arms (Gunpowder Weapons)
This specialty includes, the firing, maintenance and repair of all types of gun powder weapons. With this specialty, the gunner has +5 on order rolls to shoot with an already loaded weapon.
Penetration (Mastery) The sheer velocity of a gun can bypass any armour if aimed correctly. The target's PL is ignored when damage is calculated.
Sniper (Grand mastery) A gun is never going to be able to be loaded rapidly, however a master gunner can make every shot count. Re-roll one failed accuracy roll to hit the target per shot made.
Sunday, December 7, 2008
Epicisms

| Epic speak | Everyday "game speak" |
| Bonuses | Stat Value:1 (-4), 2 (-3), 3 (-2), 4 ( -1), 5 (0), 6 (0), 7 (+1), 8 (+2), 9 (+3), 10 (+4) |
| Guide | In almost every system this is referred to as the "GM" (game master) |
| Vitality and Build (VIT and BLD) | I get the impression that (since the cost of attribute points isn't scaled) BLD is a far more useful stat than VIT. BLD affects damage, HP, carrying capacity as well as making you harder to knock around with some combat options. VIT affects HP and makes it easier to resist some diseases and poisons. If you can do the resistence and healing thing with Philtrology or the Medicine skill, then is the HP from VIT worth the "opportunity cost" to BLD? (any comments?) |
| What Bonuses do | Modify damage, modify athletic actions, modify life points. That's it. (note: open to correction, I am new to this) |
| Decision roll | Dice roll, just roll both d10's and add them. Double "1's" = very bad, double "0's" = very good. |
| 1d5 | Lets all agree 1d10/2 rounded down (like you would 1d3) is simpler eh? So 1-2 =1, 3-4 =2, etc. |
| How rolling works. | Aside from the exceptions above, you will be rolling either plain old "skill (specialty)" or stat (VA) when you want to do something. Skills matter the most. |
| Skill (Specialty) Mastery | Skill = the basic skill, Specialty = a cheap upgrade for the skill that only works for a narrower set of actions, if you don't have the specialty, just use the plain skill. Mastery/ Grand Mastery = special perks or abilities that you can buy when you reach higher skill levels. |
| +1 to VA Mastery/ Grand Mastery | Some skill (specialties) give the opportunity to increase physical and mental stats when you buy the Masteries and Grand Masteries, you can get a total +3 to stats this way. |
| Life points, LP | A simple "wounds" system. You have 6 boxes on your character sheet, your LP = how much damage it takes to fill a box, every filled box is a wound and gives a -1 penalty to actions (not damage). |
| Protection level, PL | Armour points, AP. |
| Accuracy roll | To hit or attack roll |
| Order of actions, order roll | Initiative, rolling for initiative. |
| Quintessence Points, QP | Magic points, MP |
| VA's, Vital attributes | Stats, Attributes |
| Variant | Spell |
| PDL | "Per Difficulty level", the effects scale depending on how high you roll: at 5, 10, 15, 20 etc |
| "Talent" | An ingenuous Epic concept that means that any character needs to make double sure that the mental stats relating to their important skills are good, or they will never be able to afford to advance. Talent in a skill is one, plus the linked stat bonus. The Talent is the interval for each +1 Exp cost for skills (starts at 1). Untalented characters have bonuses that set the talent to 0. You are only getting 3 Exp every 2-3 sessions or so, make sure you have a good talent in important skills. |
| Critical Table, Fumble table | See "0's" and "1's" above, this Epic concept is happily in plain English, I just wanted to single it out because I just love a critical table. Lovely work. |
Feast of the Birth of St John the Baptist
Birth of St John the Baptist
John the Baptist, was the son of Zachary and Elizabeth, members of the Jewish priestly caste and kinsmen to Mary and Jesus. When he reached his early thirties (he was older than Jesus) he began to preach the coming of Christ on the River Jordan, offering Baptism for the forgiveness of people's sins. He attracted many followers and Jesus himself came to him for baptism, the John initially refused saying he it was he that should be baptised by Jesus. He is considered by the church as one who prepared the way for Christ as part of God plan and has an important part in several events of the liturgical cycle. He was eventually imprisoned by Herod and beheaded when Salome requested his head on a platter in return for dancing for Herod. Requirements: Ten minutes prayer, douse oneself with water, drains full QP, must tithe to the next rural church or mendicant friar encountered Effects: Duration, one hour. +2 per Virtue Skill level to Persuasion (influence) rolls, +1 PDL to PL. Heals 1 LP PDL.
St Michael the Archangel
Michael the Archangel
His name means "Who is like God?" and is the battle cry of the heavenly hosts, of which he was the leader in driving Lucifer and his fallen angels from heaven.
Requirements: Drains full QP, a quick prayer, in full communion. Effects: Duration, one battle +1 PDL to Melee arts (Swords) rolls. Inspires the petitioner and companions within 1 yard PDL giving them +1 PDL to resist fear due to Pagan or Satanic magic or the supernatural fear created by dragons and demons.
St Reinold
St Reinhold
Was related to the first Holy Roman Emperor Charlemagne, he supervised the building of many important works including St Pantaleon Abbey in Koln. Out of jealousy some of the other Stonemasons threw him into the Rhine and his body was only recovered due to a vision. Requirements: In communion, Ten minutes prayer, drains full QP. Effects: Duration one hour. Gives +1 PDL to Athletics (Climbing) rolls and Craftsman (Masonry) rolls. Increases reputation in Koln.
Saints of January
January 1
St Mary the Mother of Christ
St Mary is the most widely venerated of all the saints. It is said that if St Peter himself were to bar a soul from heaven, the kindly St Mary would find a way to let them in. Mary is the most widely known of all the Saints and has a number of other days that honor her in some way. All Catholics start with knowledge of St Mary and she give the benefits of a Saints day on any of the feasts that involve her. Requirements: Drains full QP, a quick prayer. Effect: Gives a bonus of +2 to the next role to accomplish any non-violent objective and a prayer to her wipes away all combat fatigue and restores 1 LP.
St Eugendus, abbot, confessor.
Fourth abbot of Condat, near Geneva, Switzerland. Eugendus was never ordained, but he was a noted Scripture scholar. Requirements: Ten minutes prayer. An additional donation requiring the petitioner to double the normal fee paid for kloster access (where applicable), Drains full QP. Effect: when a player learns from a Saints life, they gain the knowledge of two saints.
January 2
St Basil the Great
Basil is accounted one of the greatest figure in the history of the early church. Though not an imposing man, and not long at the centre of the violent world convulsions than Christianity was experiencing he left an indelible mark on Church history. He is noted for his personal virtue, regard for the poor and aescetic lifestyle. Requirements: Full Communion, all day fast, reciting the offices. Effect: Duration, next day. A successful prayer to St Basil grants +2 PDL to Persuasion (Influence) rolls when interacting with Churchmen and Religious.
January 3
St John the Evangelist, apostle
John, was one of the original apostles of Christ and a leading shepherd of the early Christian Church who is credited with the authorship of several letters in the new Testament including the book of the Apocalypse. Even amongst Christ's closest followers, he is noted for his close relationship with his master and is present many times where the other disciples deserted Jesus as well as taking over the responsibility of caring for the mother of Christ. Requirements: Ten minutes prayer, drains full QP Effect: Duration: next interaction/combat. Grants the petitioner an inspiring presence giving +1 PDL to all Persuasion rolls or +1 PDL to all accuracy rolls for all allies within three yards during combat.
January 4
The Holy Innocents, martyrs
These were the children killed by a fearful King Herod, who believed the infant Jesus was going to supplant his crown. They are accounted to be the first to die for Christ. Requirements: Drains full QP, Requires a full tithe of a tenth of all wealth donated to an Orphanage at the earliest opportunity. Effect: Allows the petitioner and his or her companions to completely elude immediate pursuit by legitimate authorities as long as there is a potential escape route.
January 5
St (King) Edward the, confessor.
King Edward ruled England immediately prior to the Norman conquest and his reign was marked by peace and prosperity. He is the patron saint of kings and rulers as well as difficult marriages. Requirements: A quick prayer before an audience or over the recipient of healing, drains half QP. Effect: Grants +1 PDL to all Persuasion (Influence) rolls when interacting with nobility or +1 LP PDL damage healed if prayed at the soonest safe opportunity after damage is inflicted.
January 6
Feast of the Epiphany
St Wiltrudis, widow and abbess of Bergen
St Wiltrudis was the wife of the Duke of Bavaria. After the Duke died, she founded an abbey near Neuberg on the Danube. She was a widely accounted a kind woman and a skilled artisan. Requirements: In Communion, ten minutes prayer. Grants +1 PDL to next Craftsman roll.
January 7
St Valentine, bishop of Passau
This 5th century Martyr was patron of Epileptics and first bishop of the town of Passau. Requirements: In communion, ten minutes prayer, drains full QP. Effect: +1 PDL to next Medicine (Healing) roll and increased reputation for the next week in the town of Passau.
January 8
St Erhard, Bishop of Regensburg
A seventh Century Bishop of Regensburg, in the Rhineland. He was born in Ireland and went to Germany as a missionary and with St Hilduf founded seven monasteries. He baptised St Odilia, curing her blindness. Requirements: A full day's prayer, have been an ordained Priest. Drains full QP. Effect: Cures blindness from one individual.
January 9
St Julian and Basilissa, chaste couple, martyr
Were a couple forced to marry by their families, they kept to a vow of perpetual chastity and along with other Christians endured many persecutions until eventually Basilissa dies a peaceful death. While both were alive, they shared their home as a hospital for the sick. The governor of Antioch Martyred Julian by beheading. Requirements: Petitioner must be married or have sworn vow of chastity, must tithe a florin for care of the infirm. Effects: +1 PDL LP healed to one individual.
January 10
St Paul, the first hermit.
Was born of a wealthy family but gave up his property and lived a simple hermits life in the desert. He died of natural causes and his grave was dug and guarded by lions. Requirements: Fast on only bread and water for a day (-1LP for that day), tithe a full tenth of all wealth. Effect: +1 PDL to Animal Handling (Animal Training roll) to domesticate a wild animal.
January 11
Death of the Three Kings
St Paelamon
A desert hermit, the mentor of St Pachomius. He helped create the first true monastic communities. Requirements: Drains full QP, a quick prayer. Effect: grants +1 PDL to next Persuasion roll when interacting with those in a monastic community.
January 12
St Tigrius and Eutropius, martyr
Both vocal supporters of St John Crysostom. They were accused of attempting to set fire to the Cathedral in Constantinople. Tigrius was banished after the ensuing torture but Eutropius was martyred. Requirements: Drains full QP, ten minutes prayer. Effect: Duration: next interaction. Grants +1 PDL to all persuasion rolls when speaking in support of a friend or ally. Alternatively, can cause any building to catch fire.
January 13
Octave of Epiphany
St Godfrey, Count of Cappenburg
He gave up his inheritance of a noble title to follow St Norbet and care for the sick and needy. Enraged nobles assaulted the donated castle but St Godfrey endured all trials and became a monk. He eventually made peace with his family. He died peacefully only five years later. Requirements: Must subsequently tithe a tenth of all wealth for the care of the poor and sick. Effect: Duration, a siege. Grants +1 PDL to all Military Arts rolls in a battle to defend a fortress.
January 14
St Felix of Nola,
A third Century Saint, who was ordained a Priest by the Bishop of Nola. During persecutions, that bishop was forced to flee and St Felix was taken prisoner and tortured. During the night an Angel appeared and told him to go to the Bishops aid, he agreed and the Chains fell from him allowing him to bring food and water to the Bishop. Another time St Felix was able to hide from his persecutors because a spider wove a web over his hiding place. When the persecutions ended, he tuned down the position of bishop and lived frugally off the land, devoting what he could spare to the poor and died peacefully in an unknown year. Requirements: In communion, a quick prayer, subsequently tithe a tenth of wealth to care of the poor. Effect: Duration, one day. Grants +1 PDL to all Stewardship (Domestic arts) rolls. Or Can grant a miraculous escape of petitioner and companions (who must also tithe) from prison.
January 15
St Peter of Castelnau
Was a Cistercian Papal Legate and Inquisitor noted for his intelligence. He was sent to convince the heretic Albegensians to repent and rejoin the church. However, an ambitious Count incited them to murder the legate and this act sparked the crusade against the Albigensians. Requirements: In full communion, ten minutes of prayer, drains full QP. Effect: Grants +1 PDL to next Theology or Lore roll.
January 16
St Tatian Dulas and companions, martyrs
Was arrested, along with his companions, during persecutions in Cicilia. He refused to worship the Pagan god Apollo and was tortured and killed. Requirements: In Communion, a quick Prayer, drains half QP. Effect: Duration one hour. Grants a +1 PDL bonus to all attempts by petitioner and companions to resist the effects of Pagan magic (Theurgy).
January 17
St Severus bishop of Bourges
Was born in Gaul in the fifth century. He went to England with St Germanus to aid him in fighting The heresy of Pelagius there. He then worked to spread Christianity in Germany before taking up the Bishophoric of Bourges in Gaul where he eventually died peacefully. Requirements: In communion, drains half QP. Effect: Grants +1 PDL to next Persuasion (Influence) roll. Prayer gives a boost to reputation if in a French town.
January 18
St Ulfrid, martyr
Born in England he was one of the missionaries that brought Christianity to northern Europe. He was martyred by Pagans for cutting down one of their idols to the god Thor. Requirements: A full hours prayer, drains full QP. Effect: Completely sanctifies a Pagan or Satanic alter, nullifying its effects forever.
January 19
St Pontianus, martyr
A church leader exiled by the Emperor Maxianus to Sardinia where he eventually died as a result of the harsh treatment. During his time as Pope he was able to heal a deep schism within the church. Requirements: In communion, ten minutes prayer, drains full QP. Effect: Grants +1 PDL to the next persuasion roll to settle an argument between two quarrelling parties.
January 20
St Mary and Martha
Mary and Martha were sisters of Lazarus, the one Jesus raised from the dead. When Jesus visited their home, Martha was busy working to provide hospitality and in frustration, chided her sister Mary for simply sitting at Jesus' feet listening to what he had to say. Jesus gently corrected here and told her that Mary had made the correct choice to listen to his words while he was still on earth. It is Martha who later goes to Jesus and beseeches him to raise her brother from the dead. Requirements: A day spent reading scriptures and in prayer. Effects: Duration, one day. Grants +1 PDL to all Stewardship (Domestic arts) rolls.
January 21
St Agnes, virgin, martyr
When she refused to marry the man her family chose for her, her father wished to have her put to death but could not legally do so while she was still a virgin. He had her dragged through the streets naked toward a brothel, but her prayers caused her hair to grow and cover her. Those who attempted to rape her were struck blind. They attempted to burn her, but the wood did not catch fire, so she was eventually beheaded. But her body was recovered and a chapel was built on her grave. Requirements: Ten minutes in prayer, drains full QP, petitioner must be a woman. Effect: Renders petitioner invulnerable to all attacks for a single round.
January 22
St Vincent, deacon, martyr
He was ordained a Deacon and took over the Bishop's preaching responsibilities as that man had an impairment of speech. He suffered greatly under the persecutions of Diocletian, being tortured in innumerable ways, until they lay him on a soft bed to break his resolve. Instead he died upon the bed and his body was first cast to the vultures, but a raven protected it, then he was cast into the sea, but his body washed up on the shore and was retrieved and buried by a widow. A Chapel was built on the grave. He is often called on by wine-makers, craftsmen and sailors. Requirements: In full communion, a quick prayer, a small donation to the nearest church. Effects: Grants +1 PDL to one of: next Craftsman, Stewardship (Foodcraft) or Nautical arts (Seamanship) roll.
January 23
St John the Almoner, Bishop of Alexandria
He was of noble birth and married for a short time but entered church when his family died. He was known to give generously to the poor and also defended Christians from the Persians in the East. He predicated the time of his own death. Requirements: A quick prayer. A tithe for the care of the poor. Full communion. Effects: Duration 1 PDL rounds. The petitioner gains knowledge of his enemies intentions (they get to see their declared actions) in the next combat round and also gain +1 PDL to one evasion per round.
January 24
St Timothy, Apostle, martyr
St Timothy was the trusted companion of St Paul and accompanied him on many of his journeys and undertook a a number of tasks on his behalf. When St Paul was martyred he became the first bishop of Ephesus but was stoned to death for opposing the pagan festival of Diana. Requirements: In full communion, drains full QP, a quick prayer. Effects: Allows petitioner and companions to force march for that day with no negative effects, grants +1 PDL to next Persuasion roll.
January 25
Conversion of St Paul the apostle
St Amarinus, martyr
A Benedictine martyr, companion of St. Praejectus. Amarinus was bishop of Clermont, France. The valley of Saint Amarian in Alsace, France, is named in his honor. Requirements: In full communion, drains full QP. Effects: Duration one hour. Grants +1 to all Persuasion rolls when interacting with Clergy. Gives a boost to local reputation when in the Rhineland and Burgundy.
January 26
St Polycarp, bishop of Smyrna, martyr
Polycarp is one of the earliest church leaders whose writing service. He knew St John the Evangelist and was a leading church figure in the period immediately after the passing away of the last apostles. He conflicted with Rome over the changing of the holy day to Sunday (Polycarp and his congregation kept to Saturday) though is highly regarded by the Roman church. He was martyred in the arena, the crowd screaming for his blood. Requirements: Drains full QP, ten minutes of prayer. Effects: Allows the petitioner to escape sanction by religious authorities over a minor infraction against canon law.
January 27
St John Chrysostom, Bishop of Constantinople, Doctor of the Church
Chrysostom means "Golden mouthed" and he was famed for his speeches interpreting scripture. He was highly educated, though often troubled by stomach complaints. He unwillingly took up the post of Bishop of Constantinople and his preaching there soon earned him the ire of nobles and senior clergymen, whom he chastised for not sharing enough with the poor. He was twice exiled from that city as a result of these tension. Requirements: Tithe a full tenth of all wealth to the poor. Effects: Grants +1 to all Persuasion (Influence) rolls for the next day and also grants +1 PDL to next Theology (Philosophy) or Lore (Religion) roll.
January 28
St Thomas Aquinas, Doctor of the Church
Sometimes called the "Angelic Doctor" for his theology. Born of a noble family, he secretly joined the Dominican Friars. When his family discovered this they kidnapped him for a year in an attempt to force him to change his mind. He did not and rejoined the Dominican, eventually earning a Doctorate though his studies and teaching in several universities. He was called to the university of paris by the King himself and then later to Naples, where he worked on his masterpiece the "Summa Theologica". Upon receiving revelations, he abandoned this work saying that mere written words could never compare to divine glory. He died soon after of ill health on the way to the church council of Lyons. Requirements: Drains full QP, In communion, an hours prayer. Effects: Gives +1 PDL to all Theology and Lore (religion) rolls for the next hour.
St Margaret of Hungary
Daughter of the King and Queen of Hungary and Granddaughter to the Byzantine Emperor. When Hungary was saved from the Tartars, she was pledged to a convent in thanks. Her father later arranged a marriage for her, but she refused and took holy vows. She is known for her penances and kindness to the common people. Numerous miracles are attributed to her. Requirements: A quick prayer, Drains full QP. Effects: Restores fatigue during combat. Gives a +1 Bonus to next persuasion roll when dealing with nobility and gives a bonus to reputation while in the kingdom of Hungary.
January 29
St Anastasia, widow, martyr
Not much is known of this Saint except that she was a Roman noblewoman who was married to a Pagan and was martyred in the persecutions of Diocletian. Requirements: In communion, a quick praye, Drains full QP. Effects: Gives a bonus to reputation when in Italy. Grants +1 PDL to rolls to evade or resist pagan magic for the next hour.
January 30
St Adelgundis, virgin, abbess at Mauberge
She came from a family of Saints, being the daughter of Saint Walbert and Saint Bertilia; sister of Saint Waldetrudis and was the aunt of Saint Madalberta. She lived as a hermitess at Mauberge and the cell of followers that formed around here formed the core of a Benedictine monastery, of which she was the first abbess. She was accounted to be a visionary. Requirments; Spend a full day and night in fast, Drains full QP, one hour in prayer. Effects: Grants visions of nearby Pagan or heretical activity.
January 31
St Mark the evangelist, martyr
He is believed to be the young man in the New Testament who is reported to have fled when Jesus was captured. He often accompanied St Peter and is the author of one of the four Gospels. He founded a famous Christian school in Alexandria. representations of this saint often incorporate a lion. Requirements: In communion, a quick prayer, drains full QP Petitioner must tithe to the nearest church. Effects: Will rescue petitioner form wild animals when invoked, gives a bonus to reputation when in Venice, gives a +1 PDL bonus to next Lore (Religion) roll.
Saints
A prayer to a Saint will only succeed if the petitioner meets the conditions stipulated in the Saint's entry. In many cases the condition will be a Christian practice, usually a period of prayer including a set number of "Paters" and often a good work like an act of charity, donation to a church or set fast. A significant sub-set of the Saints require the petitioner to be in full communion. Such an individual must have attended the Eucharist either at least weekly on a Sunday, or if this is not possible at least monthly, attended monthly confession and observed the fast on Friday and before the Eucharist, as well as observing the holy days of obligation. In theory, all the baptised follow these practices and the life of a community will be organised with this in mind, not following these practices is socially deviant and will negatively impact on a character's reputations in this and nearby communities. In the wilderness and on campaign, often only the individual's conscience and God are privy to whether the practices are being adhered to, but this is of course still sufficient to bar an individual from receiving a Saints aid until they are restored to communion.
Fortunately not all the Saints are so demanding. If nothing else, characters may wish to learn of the lives of St Mary the Mother of Christ, St Jude and any patrons of their community or chosen activity as these will often not require the petitioner to be in full communion. In addition to requiring certain practices or tithes, Saints often have one further price: many Saints draw a good proportion, if not all, the petitioners Quintessence when they grant a prayer.
Equipment

The money in my game borrows the simple system used by the game Darklands to represent the myriad feudal coinages, there is one standard: 12 Pfennig (pf)= 1 Groschen or Schilling (g), 20 Groschen = 1 Florin (fl). The standard coin for Epicrpg purposes is the silver Groschen or Schilling (g), copper Pfennigs are really just shortchange for peasants to deal in and the golden "Florins", or "Guilden" or "Guilders" are what the great lords and merchants will tend to trade with.
The prices presented here are those in the Regensberg of the SRI campaign setting, a larger than average city in the Empire, albeit not one of the major centers, and on important overland trade routes , giving access to a wider array of Arms. The only truly overpriced item will be the Longbow and it's specialised arrows as the best place to get them is the Low Countries.
Skill and stat minimums: You suffer a -2 penalty to accuracy and damage if you do not meet one of the minimums, you suffer a -5 penalty if you do not meet two or more of them. If the weapon has the AP, AC, KO or S characteristic, it loses it, the exception to this is that guns and crossbows always retain their AP. I have pulled these figures out of the air, since we need a chance to play test, but they work right to my mind. However, I am open to comment.
| Armour | Weight | PL/AP | Cost | |||
| Clothing | 1 | 1 | Varies | |||
| Quilted Gambeson (Arms and Torso) | 5 | 2 | 10g | |||
| Quilted Leggings | 5 | 2 | 6g | |||
| Boots | 1 | 0 | Varies | |||
| Cuirboulli (boiled leather) Cuirass | 11 | 3 | 1fl, 8g, 9 pf | |||
| Leather Tunic (Arms and Torso) | 10 | 3 | 1fl, 3g | |||
| Cuirboulli Vambrace and Rerebrace (Arms) | 10 | 3 | 15g, 6pf | |||
| Cuirboulli Greaves | 10 | 3 | 15g | |||
| Leather Tunic reinforced with studs or scales (torso only) | 14 | 4 | 1 fl, 7g | |||
| Brigandine (Torso) | 20 | 5 | 3 fl, 8g | |||
| Scale Hauberk (Torso and upper legs) | 24 | 5 | 3fl, 5g | |||
| Mail Habergeon (Short Hauberk) | 15 | 4 | 4fl 8g | |||
| Mail Hauberk (Torso and arms) | 25 | 5 | 7fl 4g | |||
| Plate Vambrace and Rerebrace (arms) | 7 | 3 | 5fl | |||
| Plate Vambrace (arms) | 6 | 2 | 2fl | |||
| Plate Greaves with Kneeguards | 7 | 3 | 5fl | |||
| Plate Greaves (legs) | 6 | 2 | 2fl | |||
| Plate Cuirass (Backplate, Frontplate, Groinguard and Rumpguard | 20 | 6 | 11fl, 5 g | |||
| Gorget | 2 | 1 | 3fl | |||
| Gauntlets | 1 | 0 | 1g | |||
| Sabaton (Armoured Boots) | 3 | 1 | 8g | |||
| Leather hood | 1 | 1 | 7g | |||
| Mail Coif | 3 | 2 | 2fl 1g | |||
| Open face helm | 5 | 2 | 2fl, 16g | |||
| Closed Face helm | 7 | 3 | 3fl, 5g | |||
| Great Helm | 10 | 3 | 8fl, 6g | |||
| Sallet | 5 | 2 | 4fl, 2g | |||
| Bethor (worn with Sallet) | 2 | 1 | 3fl | |||
| Arms | Min Skill/Min attribute bonus | Weight | Grip | Dmg | Cost | Range |
| Axes | ||||||
| Bearded Axe | MGT -1, BLD -1 (+1, +1, +1 if wielded single handed) | 6 | HH | 2d10 | 1fl, 2g | 2 |
| Great Axe | MGT +2, BLD +2 | 10 | 2H | 3d10 | 2fl, 1g, 8pf | 3 |
| Francesca | MGT-1, Bld-2 | 2 | 1H | 1d10 | 3g | 1(15) |
| Bladed Weapons | ||||||
| Dagger | 1/2 | 1H | 1d10 | 5g, 1pf | 1(10) | |
| Falchion | MGT +1, BLD +0, Skill +1 | 4 | 1H | 2d10 | 14g, 3pf | 2 |
| Greatsword (Zweihander) | MGT +2, BLD +2, Skill +4 | 10 | 2H | 3d10 | 2fl, 15g | 3 |
| Bastard Sword | MGT +1, BLD +1, Skill +2 (+2, +2, +4 if wielded single handed) | 6 | HH | 2d10+1d5 | 1fl, 18g | 2 |
| Long Sword | MGT +1, BLD +0, Skill +2 | 4 | 1H | 2d10 | 1fl, 6g 2pf | 2 |
| Short Sword | MGT -2, BLD -2 | 2 | 1H | 1d10+1d5 | 14g | 2 |
| Poniard (AP) | MGT+1, Skill+1 | 1 | 1H | 1d10 | 12g, 5pf | 1 |
| Blugeons | ||||||
| Club | MGT-2, BLD -2 | 4 | 1H | 1d10 | 5g | 1 (20) |
| Great Club | MGT+0, BLD-1 | 9 | 2H | 2d10 | 8g, 6pf | 2 |
| Mace (AC) | MGT +0, BLD +0, (+1, +1, Skill +1 if wielded single handed) | 6 | HH | 2d10 | 8g, 6pf | 2 |
| Maul | MGT +2, BLD +2, Skill +1 | 12 | 2H | 2d10 | 10g | 2 |
| Warhammer (AP) | MGT +1, BLD +2, Skill +2 | 6 | 2H | 2d10 | 16g, 6pf | 3 |
| Stave | MGT -2, BLD -2 | 4 | 2H | 1d10+1d5 | 12pf | 3 |
| Flail (AC, SD) | MGT -1, BLD -1, (+0, +0, Skill +1 if wielded single handed) | 6 | HH | 2d10 | 13g, 4pf | 2 |
| Great Flail (AC, SD) | MGT +0, BLD +0 Skill +1 | 9 | 2H | 2d10+1d5 | 14g | 3 |
| Missile Weapons | ||||||
| Arbalet (light French version) | MGT-2, BLD -2 | 1 | 1H | 1d10 | 2fl, 10g | 50 |
| Armbrust (Goatslever) (AP) | MGT-1, BLD 0 | 6 | HH | 3d10 | 1fl, 2g 6pf | 300 |
| Old Stirrup crossbow (AP) | MGT-2, BLD -2 | 3 | HH | 2d10 | 7g, 6pf | 200 |
| Arbalest (AP) | MGT +1, BLD +1, Skill+2 | 10 | 2H | 4d10 | 2fl, 5g | 400 |
| Iron Handgun (AP)* | MGT 0, BLD +1, (a gunrest removes the stat minimums) | 7 | 2H | 4d10 | 3fl, 3g, 6pf | 400 |
| Sling | MGT+0, BLD-1, Skill +3 | 0 | 1H | 2d10 | 4pf | 150 |
| Staff-Sling (Haft is a Quaterstave) | MGT+0, BLD+0, Skill +4 | 3 | 2H | 2d10+1d5 | 1g, 2pf | 200 |
| Hunting Bow | MGT-1, BLD-1, Skill +1 | 2 | 2H | 2d10 | 19g, 8pf | 150 |
| English Longbow | MGT+2, BLD +1, Skill +5 | 4 | 2H | 3d10 | 6fl, 15g | 300 |
| Eastern Composite bow | MGT+1, BLD+1, Skill +4 | 3 | 2H | 3d10 | 20fl | 350 |
| Note, bows may not be left strung. | ||||||
| Blowpipe | Skill+1 | 1 | 1H | 1d5 | 1g | 20 |
| Net | 6 | 2H | Ensnare | 2g, 4pf | 5 | |
| Polearms | ||||||
| Bill (AP) | MGT+0, BLD+0, Skill+1 | 10 | 2H | 2d10 | 1fl, 18g | 4 |
| Catchpole | MGT-1, BLD -2, Skill+1 | 12 | 2H | - | 2g | 4 |
| Glaive | MGT+0, BLD+0, Skill+1 | 10 | 2H | 2d10 | 1fl, 16g | 4 |
| Halberd (AP) Can unhorse Riders | MGT+0, BLD+0, Skill+2 | 10 | 2H | 2d10 | 1fl, 14g, 8pf | 4 |
| Javelin | MGT-2, BLD-2, Skill+1 | 1 | 1H | 1d10+1d5 | 1g, 8pf | 2(40) |
| Lance | MGT+0, BLD+0, Skill +2 | 12 | 1H | 2d10 | 10g, 8pf | 4 |
| Pike | MGT+0, BLD+0, Skill +2 | 6 | 2H | 2d10 | 14g | 5 |
| Pole axe | MGT+0, BLD +0, Skill +1 | 9 | 2H | 3d10 | 2 fl | 3 |
| Spear | MGT-1, BLD-2 | 4 | HH | 2d10 | 8g 4pf | 3 |
| Subterfuge | ||||||
| Blackjack (KO) | 1 | 1H | 1d10 | 1g, | 1 | |
| Chain (B) | 3 | 1H | 1d10 | 2g, 3f | 2 | |
| Garrote | 1/2 | 2H | 1 IL/turn | 4g, 10pf | 1 | |
| Scourge | 1 | 1H | 1d10 | 1g, 9pf | 1 | |
| Whip (MGT and BLD do not add to dmg) | 3 | 1H | 1d5 | 2g, 1pf | 3 | |
| Ammunition | Weight | Cost | Range | |||
| Balls and powder | 5 | 5g per 20 | ||||
| Arrow or Quarrel | 3 | 2g per 20 | ||||
| Broad head Arrow or Quarrel | 3 | +1-5 | 3g per 20 | -150 | ||
| Blunt Arrow or Quarrel (S) | 4 | 4g per 20 | -200 | |||
| Bodkin Arrow (AP) | 3 | 5g per 20 | -100 | |||
*A Gun takes six turns to load.