Islander:Items
Encumberance
A character can carry 6 + Strength points of items. Large items are worth 4 points, Medium are worth 1 point, and Small ones are negligable.
For every point over this, they temporarily lose 1 point of Stealth.
Weapons & Armour
Weapon | Speed | Attack | Notes |
---|---|---|---|
Knife | 1 | -1 | Small. No Initiative penalty to draw or change to. |
Spear | 1 | 2 | Medium. May be thrown for +2 Speed and +2 Attack. |
Club | 0 | 2 | Medium. |
War Club | 0 | 3 | Large. |
Sling | 4 | 0 | Small, Small ammunition. |
Kylie | 0 | 1 | Medium. May be thrown for +4 Speed and +1 Attack. |
Woomera | 3 | 2 | Medium, Medium ammunition. |
Taiaha | 1 | 3 | Large. |
Musket | 0 | 2 | Large. Small ammunition. Exotic. |
Pistol | 4 | 2 | Medium, Small ammunition. Cannot be reloaded in combat. Exotic. |
Axe | 2 | 2 | Medium. Exotic. |
Muskets may be Fired for +4 Speed and +3 Attack. To Fire again, it must be Reloaded: this requires a Difficulty 17 check or takes up the entire round. Musket Fire ignores Shields.
Bonuses replace rather than stack.
Sheilds add 2 to Defence, but cannot be used in conjuction with a Large weapon or when casting a Spell. Medium.
Breastplates add 1 to Defence. Medium. Exotic.
Arm Guards add 1 to Defence. Medium. Exotic.
Magic
Swiftness Potion adds 2 to Speed for one combat. Small.
Power Potion adds 4 to Attack Rolls for one Spell. Small.
Healing Potion allows a Wounded character to resume fighting.
Blessed Sand allow a +5 Speed +5 Attack attempt to destroy any Risen or Infernal target.
Torque adds 2 to Resistance. Medium. Exotic.
Crown adds 1 to Resistance. Medium. Exotic.