FANGS: Appendix A - Equipment

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This appendix details equipment and pricing from the fantasy world of "Alvatia", and is suited for a fantasy/medieval oriented FANGS campaign.

Coinage

Most prices are in quoted in silver sovereigns (ss). The silver sovereign is about the size of an American nickel. The largest coin is the gold crown (gc) which is the same size as a silver sovereign, and is worth 25 silver sovereigns. The smallest coin is the copper bits (cb) -- about the size of an American penny -- 100 copper bits is worth 1 sovereign.

Note that a silver sovereign represents the average daily wage of most workmen, or will bring one a night at a good inn, including a couple of simple meals and perhaps a pint or two of hard cider. Living frugally, 7 to 10 silver sovereigns will keep one for a month! Thus, 100 silver sovereigns represents a small fortune, the equivalent of 1/4 to 1/3 of a year's income for most people in the medieval world.

Starting Funds

Unless modified by an Advantage or Disadvantage, characters start with 100 silver sovereigns (ss). This is equal to 10,000 copper bits (cb) or 4 gold crowns (gc). These can be used to purchase the possessions the character starts with.

Only the following items can be purchased before play begins, and note that these items may not be available or may be more expensive in the game.

Armor (complete suits)

Item Description SP Cost
Leathers Soft leather armor 1 18 ss
Jack Reinforced leather armor 2 30 ss
Leather Armor Heavy leather hauberk 3 45 ss
Ring Armor Rings sewn into leather hauberk 4 175 ss
Scale Armor Scales sewn on a leather hauberk 5 350 ss
Mail Armor All metal chain hauberk 6 550 ss
Light Chain The fine chain armor of nobility 7 750 ss
Plate Mail Combination of chain and plate 8 1000 ss

Each point of Stun Protection (SP) in armor causes a one point penalty against your character's Dodge Roll and the AG related skills of Climb, Jump, Hide, Run and Sneak.

Leathers -- Leathers are the simplest form of armor, as they are basically clothes made from soft leather rather than cloth. They normally consists of a leather shirt tied in the front, a leather cap, and leather trousers tied with a drawstring. Once broken in leathers can be quite comfortable. They are the only armor that can reasonably be slept in.

Jack -- The jack is probably the most popular form of armor, as it is legal to wear it in most towns. It consists of a reinforced leather jacket with hood worn over a cloth tunic, and leather trews worn over trousers. They are reasonably comfortable to wear, but are uncomfortable to sleep in.

Hauberk (Leather, Ring, Scale, or Mail) -- This is a pullover tunic worn over specially made padded clothing. It covers the shoulders, chest, stomach, upper arms and legs down to the knees. It can be made of leather, ring, scale, or mail, and includes a coif (hood that covers head and throat) and leather trews to cover the legs. This type of armor is normally available only to the constabulary and the military. It is against the law in most towns and cities to wear a hauberk unless one is on duty. A hauberk is also quite uncomfortable and encumbering.

Light Chain -- The armor of knights and higher nobility. It consists of a chain mail byrnie (tunic), a separate mail coif, a plate helm, and mail trews. It is worn over leather tunic over a padded cotton undertunic, and over leather trews. Typically the links of light chain are much finer and tighter than is common with other chain armors. In addition, it must be custom 'fitted' to the owner. It provides just a little more protection than a mail hauberk, but is much more comfortable. Although made for war, light chain is also required during many of the ceremonies of the nobility, thus is often decorated and even fanciful. A surcoat is usually worn over light chain, but is not included with the chain price.

Plate Mail -- The same as Light Chain, but with additional steel plates protecting torso, joints, shoulders, and neck. It is never worn except during war, and is quite uncomfortable and encumbering.

Variable Armor

In real life, armor was frequently not uniform all over the wearer’s body. Mercenaries and troops gathered to be cannon fodder were often lucky to have a cuirass on their torso and a helmet. Armor is also fatiguing and hot, particularly in close quarters with no air circulation. Roman soldiers of the later periods could often be tracked by the discarded pieces of armor they left behind.

Rather than track what piece of armor is on what part of the body, players can adjust for this method of armor wearing by using a randomizing element. Determine the minimum protection a character is wearing, such as 2 points for tough leather, and add a die roll to see what thickness of armor is covering the leather at any point a character is hit.

Example: Gru is uncomfortable with armor on his arms and legs, and decides that he has no armor there at all. Elsewhere he may be wearing anything from simple clothes (1 point) to some ring armor (4 points). The character’s armor roll is 1d6-1. If a blow lands there might be as much as 5 points of protection (6-1) because some clothing is under the ringmail. Or there might be no protection at all (1-1).

Saul, who has a greater regard for the integrity of his skin, has a leather hauberk covering almost all of him, and some heavy chain (or equivalent) protecting the particularly vital spots. His roll is 1d4+2, giving a range from 3 (the heavy leather) to 6 (the chain hauberk).

The cost of variable armor like this is half that given in the price list for a complete set of armor. If combining sets like Saul in the above sample, both the leather hauberk and the chain mail are half price (a leather hauberk is actually part of the chain mail, so there is no add to damage protection for having one over the other – it would be there regardless.).

Melee Weapons (Weaponcrafter)

Weapons made by a guild weaponcrafter are of very high quality hardwood and steel, thus their high prices. Common weapons are usually made of more ordinary wood and iron.

Item Type Skill Damage SP Cost Notes
Axe, Battle Melee Axe 1d8+2 8 150 ss  
Axe, Broad Melee Axe 1d6+2 6 75 ss  
Axe, Great Melee Axe 2d6+2 10 250 ss 7
Dagger, Hand Melee Knife 1d4+2 6 15 ss 5
Flail, War Melee Flail 1d6+2 6 135 ss 1,2,6
Hammer, Great Melee Mace 2d6+2 10 150 ss 1,7
Hammer, War Melee Mace 1d6+2 8 125 ss 1
Lance Melee Spear 1d10+1 8 50 ss 4
Mace, Heavy Melee Mace 1d10 10 100 ss 1
Mace, Light Melee Mace 1d8 6 60 ss 1
Morningstar Melee Mace 1d6+2 6 100 ss 1
Rapier Melee Sword 1d6+1 8 150 ss 5
Shield, Bucker Shield Shield 1d4 8 25 ss 3
Shield, Round Shield Shield 1d6 12 35 ss 3
Shield, Knight Shield Shield 1d6 16 45 ss 3
Shield, Target Shield Shield 1d3 6 15 ss 3
Shield, Tower Shield Shield 1d6 18 65 ss 3
Sword, Bastard Melee Sword 1d10+2 12 200 ss  
Sword, Broad Melee Sword 1d8+2 10 150 ss  
Sword, Great Melee Sword 2d6+3 12 225 ss   7
Sword, Falchion Melee Sword 1d6+3 10 100 ss  
Sword, Short Melee Sword 1d6+1 10 75 ss 5
Spear, Long Melee Spear 1d8+1 8 50 ss 4,7
Spear, Pike Melee Spear 1d6+1 6 40 ss   7
Staff, Shod Melee Staff 1d6+1 6 25 ss 1,7
Trident Melee Spear 2d6+2 8 35 ss   7

 

Notes: 1 -- Cannot impale, thus does mainly SP damage.
  2 -- Can disarm the opponent.
  3 -- Only damages weapons
  4 -- Useful from second rank
  5 -- May not be used two-handed
  6 -- Flail Skill can only be learned in the campaign, not during character creation
  7 -- Combat bonuses for two-handed use do not apply to these weapons (it is built into the initial skill.)

A character must have both ST and AG greater or equal to the maximum damage a weapon has in order to use a one-handed weapon effectively. For instance, the maximum damage a Battle Axe (1d8+2) can do is 10, thus requires a ST and AG of at least 10 each -- with a Bastard Sword (1D10+2) the max. damage is 12, thus requires a ST and AG of at least 12 each.

Two Handed Weapon Use

There is a minimum ST and AG for two-handed weapon use, but it is less because a weapon is easier to carry and use two-handed. The ST and AG necessary for using a two-handed weapon, including archery weapons – see below, is maximum damage -3. Thus, a Great Sword, with maximum damage of 15, calls for a ST and AG of 12 each.

Using Weapons with Less Than Required Characteristics

If your character does not have the necessary ST or AG, it is still possible to use the weapon -- however, there are penalties. For each point he does not have to meet the requirement, that number of points is subtracted from attack and parry skill rolls and damage done. There is no trade-off. A character with a ST of 15 and an AG of 10 is still -2 in using a Bastard Sword.

For instance, if the character has a ST of 10 and an AG of 10, and tries to use a Bastard Sword (1d10 + 2 = max. damage of 12) one-handed, subtract 4 from his skill (-2 for low ST, -2 for low AG) to use the weapon, and 4 from the maximum damage he succeeds in doing. This is done by reducing the dice size. The Bastard Sword in this character’s hands would do 1d6+2. If he tried to use a Great Sword (2d6+3 = max. damage of 15), subtract 10 from his skill, and 10 points from the maximum damage, meaning that the Greatsword would be doing a d4+1 in damage.

Using a large one-handed weapon (including transition weapons like Bastard Swords and Battleaxes, but NOT weapons normally used two-handed) with both hands, forsaking shield, adds 1/3 the character's ST to the attack skill, but not to the parry. This is particularly useful to help offset the penalty for not having sufficient ST and AG for a weapon. The most effect this has on damage is to increase the weapon’s dice by one increment. A bastard sword used by someone with a 12 ST and 12 AG two handed would increase to a d12+2. Being used by someone with an 18 ST and 18 AG would have the same effect, though the character’s Damage Modifier would certainly be greater, as well.

Your character must also have ST & AG both greater or equal to the SP value of a shield to be able to use a shield effectively. For each point he does not have to meet the requirement, that number of points is subtracted from his ALL his attack skill rolls, as well as ALL parry skill rolls. The same number of points is also subtracted from the maximum damage the shield might do if it damages an attacking weapon.

Missile Weapons (Weaponcrafter)

Item Type Skill Damage MR SP Cost Notes
Axe, Throwing Missile Throw Axe 1d6 2 6 65 ss 2,3
Bow, Cross Missile Bow 1d8+2 3 5 125 ss  
Bow, Long Missile Bow 2d6 4 4 100 ss  
Bow, Short Missile Bow 1d6+1 2 3 50 ss  
Dagger, Throw Missile Throw Knife 1d4 1 4 20 ss 2,4
Hammer, Throwing Missile Throw Hammer 1d6-1 2 6 50 ss 1,2,5
Javelin Missile Throw Spear 1d8 3 6 35 ss 2,6

 

Notes: 1 -- Cannot impale, thus does mainly SP damage.
  2 -- Specially balanced or throwing
  3 -- Can be used as common wood axe in melee
  4 -- Can be used as common knife in melee
  5 -- Can be used as common smith's hammer in melee
  6 -- Can be used as common hunting spear in melee

MR– The minimum range is 1/3 times max damage in paces, and the maximum range is 20 times its max damage in paces. The optimum range of a missile weapon is 10 times its max damage in paces. Thus the minimum range for a short bow is 2 paces, optimum 70 paces, and max is 140 paces. A throwing dagger minimum is 1 pace, optimum 40, max 80.

For each 1 times max damage a weapon is beyond optimum range there is a penalty of -2 to your skill. Thus there is no penalty to shoot a long bow (max damage 12) up to 120 paces, but a penalty of -2 point for 121-132 paces, penalty of -4 for 133-144 paces, up to a -20 point penalty at the max range of 240 paces.

Weapons (Common)

Item Type Skill Damage SP Cost Notes
Axe, Wood Melee Axe 1d6 6 30 ss  
Club, Wood Melee Mace 1d4 5 1 ss 1
Flail, Grain Melee Flail 1d6 6 10 ss 1,2,5
Hammer, Carpenter Melee Mace 1d4 3 2 ss 1,4
Hammer, Smith Melee Mace 1d6 6 15 ss 1
Hatchet Melee Axe 1d4 4 2 ss 4
Hoe Melee Mace 1d4 4 3 ss 1
Knife, Hand Melee Knife 1d4 3 10 ss 4
Knuckles Melee Fist 1d4 3 10 ss 1,4
Pickaxe Melee Axe 1d8 8 50 ss  
Pitchfork Melee Spear 1d6 6 25 ss 6
Sickle Melee Sword 1d6-1 6 15 ss  
Singlestick Melee Mace 1d4 4 1 ss 1,4
Shovel Melee Mace 1d4 4 15 ss 1
Spade Melee Mace 1d4 4 3 ss 1, 6
Spear, Hunting Melee Spear 1d8 6 30 ss 3, 6
Spear, Short Melee Spear 1d6 4 20 ss 3
Staff, Quarter Melee Staff 1d6 4 5 ss 1,6
Whip, Driving Melee Flail 1d2 3 20 ss 1,2,4

 

Notes: 1 -- Cannot impale, thus does mainly SP damage.
  2 -- Can disarm the opponent.
  3 -- Useful from second rank
  4 -- May not be used two-handed
  5 -- Flail Skill can only be learned in the campaign, not during character creation
  6 -- Combat bonuses for two-handed use do not apply to this weapon (it is built into the initial skill.

Weapons (Natural)

Item Type Skill Damage SP Cost Notes
Fist Melee Fist 1d3 n/a n/a 1
Kick Melee Kick 1d4 n/a n/a 1
Wrestle Melee Wrestle 1d2 n/a n/a 1

 

Notes: 1 -- Cannot impale, thus does mainly SP damage.

Weapon Related Items (Weaponcrafter)

Item Description Cost
Arrowheads 20 Steel 2 ss
Arrows 20 Steel-tipped, for bow 5 ss
Arrow, Silver Silver-tipped 2 ss
Belt, Sword Leather, average quality 5 ss
Quarrel Steel-tipped, for cross bow 10 ss
Quarrel, Silver Silver-tipped, cost each 3 ss
Quiver, Hip Leather, holds 20 arrows 1 ss
Quiver, Back Leather, holds 30 arrows 2 ss
Sheath, Sword Leather, average quality 10 ss
Sheath, Dagger Leather, average quality 3 ss

Animals, Common Domestic

Item Description Cost Quality Roll
Cat Common 2 ss + 4 ss
Dog Common 2 ss + 4 ss
Dog Hunting, War 25 ss + 15 ss
Donkey Daily fodder -- 1 bushel 25 ss + 75 ss
Horse, Draft Daily fodder -- 2 bushels 50 ss + 50 ss
Horse, Saddle Daily fodder -- 2 bushels 100 ss +100 ss
Mule Daily fodder -- 2 bushels 50 ss + 25 ss
Pony Daily fodder -- 1 bushel 50 ss + 25 ss

For each Quality Roll you pay for, the GM will roll d20. If the roll is 19 or 20, your character has an animal of higher quality. Only saddle horses have a quality greater than 2. A quality of 1 is an above average animal, reliable and healthy. Quality 2 shows that the animal has promise, and is quite intelligent and extraordinarily healthy. A horse of quality 3 can be trained as a warhorse. The Quality 4 horse is agile and superior in combat. Even higher numbers are possible if you want to pay for it.

Animal Gear &Provisions

Item Description Cost
Bit/Bridle Leather, average quality 15 ss
Blanket, Saddle Wool, average quality 15 ss
Cart, Pony Wood, 500 lbs. 100 ss
Cart, Horse Wood, 1000 lbs. 150 ss
Fodder, Hay/Rye 1 bushel 60 ss
Fodder, Oats/Barley 1 bushel 1 ss
Fodder, Wheat 1 bushel 140 cb
Roll, Saddle Linen, undyed, average quality 1 ss
Saddle, Pack Leather, average quality, 300 lbs. 100 ss
Saddle, Riding Leather, average quality 150 ss
Saddlebag, Small Leather, average quality, 10 lbs. 2 ss
Saddlebag, Large Leather, average quality, 20 lbs. 5 ss
Spurs Plain, average quality 10 ss
Stable, Pony/Donkey One day, no fodder 40 cb
Stable, Mule/Horse One day, no fodder 60 cb

Clothing (Basic)

Item Description Cost
Belt Leather, average quality 2 ss
Boots, Dress Leather, average quality 30 ss
Boots, Infantry Leather, average quality 20 ss
Boots, Tall Leather, average quality 35 ss
Boots, Work Leather, average quality 15 ss
Cloak/Mantle Linen, brown dye, average quality 9 ss
Cloak, Hooded Linen, brown dye, average quality 10 ss
Dress/Gown Linen, brown dye, average quality 3 ss
Gloves Linen, brown dye, average quality 2 ss
Hat/Hood/Wimple Linen, brown dye, average quality 2 ss
Hose Linen, brown dye, average quality 2 ss
Robe Linen, brown dye, average quality 5 ss
Sandals, Light Leather, average quality 1 ss
Sandals, Heavy Leather, average quality 2 ss
Shirt/Blouse Linen, brown dye, average quality 2 ss
Shoes Leather, average quality 10 ss
Skirt/Kilt Linen, brown dye, average quality 2 ss
Slippers Linen, brown dye, average quality 9 ss
Surcoat Linen, brown dye, average quality 20 ss
Trousers Linen, brown dye, average quality 3 ss
Tunic/Bliaut Linen, brown dye, average quality 5 ss

Clothing (Special)

Item Description Cost
Embroidery 1 inch square, undyed 1 ss
Quality:    
Poor Inferior weaving, poor tailoring x0.5 base
Average Standard weaving, average tailoring x1.0 base
Good Quality weaving, good tailoring x1.5 base
Well Off Quality weaving, good tailoring x3.0 base
Noble Finest weaving, great tailoring x5.0 base
Titled Finest weaving, finest tailoring x7.0 base
Age:    
Old Over five years of wear and tear x0.25 base
Worn More than one year old x0.5 base
New Less than one year old x1.0 base
Cloth:    
Russet Brownish, coarse, homespun cloth x0.5 base
Linen Strong cloth made from flax x1.0 base
Canvas Coarse but tough cotton cloth x1.5 base
Cotton Cloth finer and cooler than linen x2.0 base
Wool Water resistant and cooler than linen x3.0 base
Leather Soft, tanned animal hide x4.0 base
Worsted Finest quality wool x8.0 base
Silk Finest quality cloth x15.0 base
Dye:    
Undyed Natural color of cloth x0.80 base
Brown An economy dye x1.00 base
Green Another economy dye x1.15 base
Black An inexpensive dye x1.25 base
Bleached Lighter version of natural color x1.25 base
Yellow/Gold A moderately priced dye x1.50 base
Red/Orange An expensive dye x1.75 base
Blue An expensive dye x2.00 base
Purple/Violet A royal dye, very rare x10.00 base

Camp Equipment

Item Description Cost
Bed, Cloth Camp Canvas, single cloth 10 ss
Blanket, Heavy Wool, average quality 50 ss
Blanket, Light Wool, average quality 25 ss
Fishhook & Line Iron hook, bob, and line 1 ss
Hammock, Cloth Canvas, 8' x 4' 35 ss
Paliasse Sackcloth for straw, (no straw) 1 ss
Sheets, Linen Linen, brown dye, average quality 5 ss
Straw, Sleeping Good for one week in paliasse 20 cb
Tarp Waxed Cloth, 10' x 10' 1 ss
Tent, Small Canvas, for 2 men 30 ss

Containers

Item Description Cost
Backpack, Small Leather, holds 20 lbs. 2 ss
Backpack, Medium Leather, holds 40 lbs. 5 ss
Backpack, Large Leather, holds 60 lbs. 10 ss
Backpack, Canvas Similar to Small Backpack, holds 20 lbs. 1 ss
Barrel, Cask Wooden, 12.5 gallons 12 ss
Canteen, Small Leather, 1 pint 2 ss
Canteen, Medium Leather, 2 pints 3 ss
Pouch/Purse Linen, brown dye, average quality 2 ss
Sack, Small Sackcloth, holds 10 lbs. 40 cb
Sack, Medium Sackcloth, holds 20 lbs. 80 cb
Sack, Large Sackcloth, holds 60 lbs, or 1 bushel 1 ss
Sack, Canvas As per sackcloth sizes x3 base
Sack, Leather As per sackcloth sizes x6 base
Skin, Water Leather, 1 gallon 5 ss
Skin, Large Water Leather, 5 gallon 10 ss
Vial, Small Pottery, 1 dose, 1/10 pint 1 ss
Vial, Medium Pottery, 5 doses, 1/2 pint 4 ss
Vial, Glass Blown Glass x25 base
Vial, Silver Average quality, no engravings x50 base
Vial, Tin Average quality, no engravings x10 base

Combustibles

Item Description Cost
Candle, Tallow Per inch,1 inch diam.,1 hours light 16 cb
Candle, Watch 2" x 4" -- burns 4 hours (1 watch) 24 cb
Candle, Wax Per inch,1 inch diam.,1 hours light 32 cb
Charcoal Clean burning, 1 hour 1 ss
Coal Clean burning, 1 hour 2 ss
Flint & Steel For starting fires 1 ss
Lamp, Oil Small, tin, 'Aladdin' type 5 ss
Lantern, Oil Tin, with handle 20 ss
Lens, Colored For Oil Lantern 50 ss
Oil, lamp For lamp or lantern, 24 hours 1 ss
Peat Dirty burning, 1 hour 20 cb
Rushlight One hour light 2 cb
Tinderbox Includes flint & steel 5 ss
Torch Wood, soaked in pitch 40 cb

Cooking/Eating Equipment

Item Description Cost
Bowl, Pewter Average quality 10 ss
Bowl, Pottery Average quality 1 ss
Bowl, Wood Average quality 48 cb
Knife, Pewter Average quality 3 ss
Fork, Pewter Average quality 4 ss
Horn, Drinking Average quality 10 ss
Mug, Pewter Average quality 15 ss
Mug, Pottery Average quality 1 ss
Mug, Wood Average quality 48 cb
Pan, Small Iron, cooking 6 ss
Spoon, Pewter Average quality 3 ss
Spoon, Wood Average quality 40 cb

Miscellaneous

(see also Weapons (Common))

Item Description Cost
Book, Blank 50 pages 40 ss
Chalk Stick, 2 inches 8 cb
Charcoal, Drawing Stick, 2 inches 4 cb
Chisel Steel 15 ss
Crowbar Iron 10 ss
Glue Wood, 1 pint 2 ss
Grapnel Iron, 3 prong 10 ss
Ink & Pot Pottery, cork lid 20 ss
Ladder, Rope Per 10 paces 15 ss
Ladder, Wood 10 foot 25 ss
Mirror, Small Polished Copper 20 ss
Mirror, Silver Polished, hand sized 120 ss
Paper Sheet 40 cb
Pen, Quill Average quality 20 cb
Rope Hemp, 50 foot, average quality 10 ss
Rope, Silk Per foot 5 ss
Spikes Iron 2 ss
Stakes Wood 4 cb
String 100 foot 1 ss
Tablet, Writing Slate, 6 inch square 2 ss
Wedges Iron 6 ss

Accommodations & Provisions

Item Description Cost
Beer Average, 1/2 pint 20 cb
Brandy, Fermented Average, 1/2 pint 2 ss
Brandy, Winter Average, 1/2 pint 1 ss
Cider, Fermented Average, 1/2 pint 12 cb
Cider, Fresh Average, 1/2 pint 8 cb
Meal, Cold Average quality, 1 lbs. 20 cb
Meal, Hot Average quality, 2 lbs. 32 cb
Rations, Common 1 Week (stores for 2 weeks) 5 ss
Rations, Iron 1 Week (stores for 2 months) 15 ss
Room, Common Average, 1 night 20 cb
Room, Shared Average,1 Night 40 cb
Room, Private Average, 1 Night 1 ss
Wine Average, 1/2 pint 24 cb