Saturday, August 13, 2011

Sword & Planet: An Equipment List...

Good Afternoon, All:

In regards to the Sword & Planet genre, equipment tends to be much less of a concern to the characters of the stories than most RPG characters hold it. In keeping with that tendency, we've already introduced the concept of Defense Bonuses to replace the need for armor. However, we can further emphasize the lack of importance for detailed equipment lists by simplifying the manner in which characters gain equipment. Toward that end, I propose the following rules suggestions. Bear in mind that these are only thoughts, not finalized rules, but should demonstrate the kind of approach one might use for characters in a Planetary Romance campaign.

Starting Equipment
All characters begin adventuring with the same basic list of starting equipment, plus a number of equipment "picks" equal to two plus their character level. A "pick" is simply a choice of equipment from one of the lists below. Some items are worth more than one pick, typically based on its relative importance, comparative rarity and general game impact compared to more common items on the list. The basic equipment common to all characters is:
  • Harness: Every character needs something to hang their other equipment on, and harnesses are the most common item for that purpose as described in Planetary Romance novels. With GM permission, this may be replaced with a belt.
  • Cape: Every character needs some manner to keep warm at night while adventuring. While sleeping furs are more common for settled characters, adventurers rarely stay one place long enough to make a collection of furs worthwhile, so a cape will have to do.
  • Dagger or Quarterstaff: The world that serves as the setting for a Planetary Romance story is often a dangerous place. Everyone needs some kind of protection, even if it is just a simple dagger or quarterstaff. More powerful weapons require the expenditure of one or more equipment "picks", as shown below.
  • Waterskin: It's important to stay hydrated when fighting the swordsmen and monsters common to a Planetary Romance adventure. Also, there always seems to be a need to give a dying man a sip of water so he can communicate that last piece of information he has before he dies in the arms of the hero.

Table: Mundane Equipment
Item"Picks"
Climbing equipment (rope, grappling hook, etc.)1
Craft tools (specific to a given craft)1
Glowstone or lantern (by setting)1
Healer's kit (acupuncture needles, mortar and pestle, poultice jars, etc.)1
Manacles1
Mystic focus1
Rations, one week's worth1
Reference tomes, per topic1

Table: Transportation
Item"Picks"
Mount, riding or draught1
Mount, war-trained2
Cart or wagon1
Flying mount2
Flying vehicle, 2-man3
Flying vehicle, 6-man4
Water vehicle, 2-man2
Water vehicle, 6-man3

Table: Weapons
WeaponDamage"Picks"SizeNotes
Axe, throwing1d41TRng 3/6/12
Axe, hand1d61S 
Axe, battle1d81M 
Axe, great2d62 (1 for Warriors)L 
Axe, huge2d62HReach
Bow, short1d61SRng 12/24/48; Requires two hands
Bow, long1d81MRng 12/24/48; Requires two hands
Bow, great2d62 (1 for Warriors)LRng 12/24/48; Requires two hands
Bow, huge2d82HRng 12/24/48; Requires two hands
Club1d61S 
Club, war1d81M 
Club, great2d62 (1 for Warriors)L 
Club, huge2d82HReach
Crossbow, light1d61SRng 12/24/48; Requires two hands; Reload 1
Crossbow, heavy1d81MRng 12/24/48; Requires two hands; Reload 1
Crossbow, great2d62 (1 for Warriors)LRng 12/24/48; Requires two hands; Reload 1
Crossbow, huge2d82HRng 12/24/48; Requires two hands; Reload 1
Dagger1d41SRng 3/6/12
Javelin or spear, half1d61SRng 3/6/12
Net*1MEntangles target; requires a Difficult (DC 20) Dexterity-based saving throw to avoid or escape; Reload 2
Polearm2d62 (1 for Warriors)LReach
Polearm, huge2d82HReach
Quarterstaff1d62 (1 for Warriors)L 
Radium or crystal pistol1d82SRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal pistol, heavy2d62MRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal rifle2d83 (2 for Warriors)LRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal rifle, heavy3d63HRng 12/24/48; Requires two hands; Shots 10; Reload 1
Spear, short1d81M 
Spear, long2d62 (1 for Warriors)LReach
Spear, huge2d82HReach
Sword, short1d61S 
Sword, long1d81M 
Sword, great2d62 (1 for Warriors)L 
Sword, huge2d82HReach

Table: Armor
ArmorDEF"Picks"Notes
Light+21 
Medium+523/4 movement; -4 to Strength- and Dexterity-based skill checks
Heavy+833/4 movement; -6 to Strength- and Dexterity-based skill checks
Shield+21-2 to Strength- and Dexterity-based skill checks

As you can see, armor is not generally a viable option in a Planetary Romance campaign, but I've offered it as an option here, just in case some might want to use it in their games. The Class Defense Bonus concept protects our heroes, while keeping more to the flavor of the settings described in this genre.

Hope This Helps,
Flynn

No comments: