Fantasy Trappings
Note: Some things have some notes linked to Tanion, the world
represented here.
Weapons
Weapon Material
- Steel Weapons
- Most common in civilized areas, these weapons are most
expensive and durable. Iron weapons classify to same
type, but rust and dull more easily.
- Bronze Weapons
- Used by some southern civilizations, these weapons are easier
to make but bend and break if forced too much. Sharp edges
become dull very fast.
- Bone Weapons
- Used by savage tribes, these weapons cannot have effective
cutting blades, but rely mainly on sharp spikes and weight.
Spikes are easily damaged and become dull, but are lighter
than other weapons.
- Stone Weapons
- As with bone weapons, these weapons are used mainly by savage
tribes. Stone edges dull easily and quickly, and cannot be
used to make large blades.
Melee Weapons
Here is a short description of various common melee weapons. Damage is
represented in normal RIP values, while penetration is usually 0, 1
for weapons with pointed parts, or even 2 with armor piercing weapons
like picks. Most weapons are used one-handedly, but can be backed with
second.
- Dagger or Knife
- Mono or double-edged slashing/thrusting weapon, easily carried
around and hidden in boot or other places. Can be made from various
materials. Some balanced for throwing. Damage about strength,
price usually average.
- Sword
- Sword is a handy melee weapon, ideal for slashing, thrusting and
parrying. Quality swords are well balanced and no exceptional
strength is required to swing it for a quite long period.
Swords are usually made from steel or iron, but bone and
bronze versions exist, althought they are quite fragile and
become dull very easily. Most swords are straight edged, but
curved blades (to either direction) exist, used mainly by
orcs. Length is usually around one meter.
Damage about strength +2, price high.
Great sword is a huge two-handed weapon, dealing
strength +4 damage.
- Axe, Mace or Warhammer
- Typical hacking or mauling weapons can be made from almost any
material. The striking part may deliver damage via simple
crushing, or combined with axeblade or concentrated in one
point, making ideal armorpiercing weapon, pick. Because of the
great weight in one end, the weapon requires strength to be
wielded effectually and is not as good for parrying as a sword
is. Damage about strength +3, price low or average.
Great axe (or mace or pick) is a huge impressive
two-handed version, requiring exceptional strength for any
effective use. Damage about strength +4, price usually average.
- Spear
- A very simple weapon, with pole from one and half a meter to 3
or more meters, with sharpened end or even a metal tip. If
used one-handedly, is not very wieldy but can be set against a
charge. With two hands, can be used to make fast thrust over a
long distance, and is quite good for parrying, although the
shaft usually does not endure much stress. Damage about
strength +1 or +2 (two-handed), price low.
Polearm is a spear with a special tip with axe-blade,
hook, pick or similar things. This thing can be used
for piercing, slashing, crushing, hacking or tripping,
depending on its type. Damage about strength +3 (+2 for
thrusting), price from low to average.
- Staff
- A good two-handed staff is exceptional for parrying, and is
easily made from any good branch. Damage strength +1, price
very low.
Thrown Weapons
For damage please note that effect of strength greatly decreases over
the distance.
- Throwing Axe or Javelin
- A lighter versio of an appropriate melee weapon, these are
balanced for throwing and are easily thrown over distances.
Effective maximum range is about 10 meters for throwing
axe, and up to 40m for a javelin. Damage is about strength +1,
price low to average.
- Throwing Knife
- These balanced knives and daggers can be thrown accurately up
to 20 meters. Damage about strength, price average.
Projectile Weapons
- Bow
- This common hunting weapon varies from short bows used by
mounted barbarians of the north to long bows of the bowmen
infantry, elves and some orcish tribes. Maximum range
from 100 to 300 meters. Damage from 0/2 to 1/4, depending
on arrow type and size of the bow. Price from low to high,
quarrel of arrows from low to average.
- Crossbow
- Crossbows are used by mounted warriors of the Thee'tuon,
dwarves and some random other troops. It can be kept loaded
more easily than a bow and is easier to use by the untrained.
Loading might require some tools, if the crossbow is very
strong. Damage from 1/2 to 2/5, price average,
- Sling
- This simply device is used to hurl small stones or even metal
pellets over a distance. Hitting something requires some
training. Damage 0/1, 0/2 for heavy pellets, price low or
none.
Armor
- Fur (-/1)
- Thick furred clothing gives some simple padding against
crush-attacks, but practically useless against cuts and
stabbing, except might protect from scratches as any
clothing will. Cheap price
- Hard Leather (0/2)
- From hard or thick leather, this armor protects from most
cuts. In addition, it gives basic padding against all crush.
If the attack is a very strong one, it usually penetrates the
armor anyway, and hard leather is not very flexible and
cannot be used to protect joints or similar locations.
Average price
- Chain (1/1)
- From linked metal rings, this armor provides fair protection
against cuts and impaling attacks, and some cushioning against
crush. High price
- Plate (2/3)
- A plate armor is made from hard metal plates, linked together
with either leather strips or chain. High price
Miscellaneous Stuff
Coins
Coins are the most typical type of payment used in a more civilized
area. Each kingdom typically has its own coins, and to exchange them
to other currency might be an adventure itself...
In Tanion, partically in Thee'tuon, following coins are used. This is
quite a standard way to organize coins, so other kingdoms may have
similar methods. Coins usually weight about 10 grams each, but some
regions might have lighter or heavier coins (which are then less or
more valuable, correspondingly).
- Tin piece
- This simple coin is usually used as change in daily trading.
It does not have any neglible raw value, i.e. it usually
only has some value in the kingdom that trades it. A tin coin
can often be divided into half or quarters.
- Copper coin
- The most common coin in trading is a copper coin, worth 10 tin
pieces. A typical mug of ale may cost around one copper
piece, while a dinner in inn is 2 to 5 copper pieces, with
one day in an inn with full board is 10 to 20 copper pieces.
Copper coins have raw value of 25%.
- Silver coin
- As bigger money, silver coins are used. They are worth 10 copper
coins, which equals to 100 tin pieces. Weapons, armor, horses
and similar things are usually paid with these. A normal low class
worker might earn 20 to 60 silver per month. The metal (raw)
value is about 50%.
- Gold coin
- The most valuable and rarest coin is a gold coin, worth 10
silver pieces, 100 copper pieces or 1000 tin pieces. Jewelry,
metal armor and exotic items and rewards are sometimes handled
in gold. Raw value is about 75%.
It is typical that higher value (and heavier) coin plates are also
available, like a silver plate weighting a kilo and worth 100 silver. These
are used to make trade with bigger values easier. Using small pouches
of 10, 20, 50 or 100 coins is also typical tradition, but then the
receiver must remember to check the contents.
Adventure Trappings
- Rope, Hamp
- This typical rope made of hamp comes in many thicknesses and
lenghts. It is very cheap and durable (if thick enough) but heavy.
10 meters of hamp rope capable for 500 kg load weights around 5 kgs.
- Rope, Silk
- This rare and precious thing is light and thin, but do not think
that you can throw it without some weight in the end. Basically it weights
half than hamp rope of the same strength does.
- Horse
- Horse is a fine but expensive mount for overland
movement. Although overland travel with horse is not always faster, it
is much more smoother and less straining.
Magic Items
Magic items are either bind spirit items with bind spirit on
them or enchanted items with some magical enchantment.
For both types, there exist both consumable (single use) items, and
permanent items - the consumable items have single use and then
revert to mundane non-magical state, while permanent items keep
their magical properties usually until somehow dispelled. Consumable
items also decay in a matter of days or weeks unless kept in some
special high-mana reserve or prepared with extra time and ingredients.
Permanent magical items require complex and long rituals, ingredients
and crafting, lasting days or even weeks, while consumables can
usually be done in a matter of hours. Consumable items are usually
of power level 1, but stronger versions can be made and some are
by default of higher power level. See magics for details of
power levels.
For gameplay purposes, magicians able to do consumable magic items
can do so automatically when have enough time (and possibly
ingredients and suitable environment), but total number of items
in reserve at the same time is limited for player characters, see
notes on magic reserve in magics.
Bind Spirit Items
Bind spirit items are made by expert shamans, calling for special spirits
and then binding them into items. Some of the
spirits are bargained, some forced, some tricked. Most of the bind
items are one-use consumables, but some are classified as permanent
and retain their powers as long as the spirit is in the item. If
the spirit is banished, in some cases it might even return if able.
- Heartseeker Arrow (consumable)
- This arrow has a trapped warspirit of the sky that will
aim the arrow straight into the target. When fired, the arrow
will correct its course as needed, flying around corners,
but with limitations. In general, apply +1 to shooting skill,
with minimum level 3. The actual target is determined by the
spirit, but it will usually select the creature or
object it is pointed at.
Although this spirit is usually used in arrows, it can also
be bind to other hurled objects like throwing knives or
crossbow quarrels.
- Flameburst Arrow (consumable)
- This arrow has a trapped flame spirit on it. Upon intact, it
will be released and it burst the object hit by the arrow into
flames before being forced back to the spirit world. This
binding can be done to almost any object.
- Freeze Arrow (consumable)
- Similar to flameburst arrow, this item has a trapped ice spirit
on it, and upon contact, it is released, numbing and slowing down
the target temporarily.
- Banisher Stick (consumable)
- This stick has a trapped banisher spirit on it. When it
touches a materialized spirit, possessed person or animated
dead, this spirit vanishes back to the
spirit world, trying to pull the target spirit with it. This
usually works against all lesser spirits, but bigger and
more powerful spirits are usually only confused for a brief
moment or unaffected. This binding can also be done to
arrows and weapons, or to amulet, protecting the wearer
from first possession attempt.
- Nettling Rock (consumable)
- An annoying nettling spirit is bind to this small rock. It is
thrown at target, and the spirit is then released and it
will then hinder, whisper, yell, and otherwise annoy any
creature hit for some time (10-30 seconds) before it
returns to the spirit world. The spirit can also be bind to
other objects as seen fit.
- Flame Blade (1 cp)
- This charred bone blade also has a trapped flame spirit.
When commanded by the wielder with ancient words, the blade
burst into flames, igniting flammable materials and
illuminating area as a blazing torch. The blade can burn for
some minutes and after that the spirit must rest a few hours
to regain its powers.
- Warspirit Weapon (varies)
- This weapon has an aggressive and powerful warspirit on it,
improving user melee skills and dealing more damage.
It may even affect unnatural targets with owe special
powers. However, its powers over the weapon might be so
strong that it can move itself without any help
for a short periods, attacking targets it wants to.
This typical version grants expert (2) melee skill and
superb (+2) strength for dealing damage. The cost is half
what the character would need to pay for the upgrades normally,
i.e. 2cp if character already has melee-1 and strength +1,
or 3cp if has neither.
Enchanted Items
These items are made with expert level primal magic ritual
or as potions of shamans and druids, binding mana, power and
spells into items. Like with bind spirit items, there is both more easily done
consumables, and very hard-to-craft permanent items. Dwarven rune
items fall also to category of enchanted items, although the craftsmen
are not normal magicians but dwarven special smiths.
Consumable item effects are usually similar to some spell, and
the magician usually needs knowledge of that relevant spell in addition
to basic item crafting spell or skill.
Feel free to create new ones with similar guidelines.
Note that characters with herbalism skill can create various
potions if they come up with proper ingredients, namely exotic herbs
and plants with mana essence on them. Finding these ingredients can
take hours, if even available in the area, and potion preparation
takes up to one hour for skilled individual - halve times for each
skill level. Potions created this way are practically similar to
those created by magic. Dedication attribute can be used to have
these potions ready all the time, providing it is seen possible
to come up with ingredients. See notes under items and mana reserves.
- Spirit Port Dust (consumable, power level 2, sorcery-2)
- When this dust is sprinkled from risen hand, it will create a
shimmering doorway that acts as two-way portal between the
normal world and the spirit world. This only works in the
normal world and the port stays in place for 15 to 30 minutes.
- Healing Potion (consumable, power level 2, druidic-1)
- Contents of this bottle can be poured on open wounds to close
and heal them, or drank to heal internal damage and lost blood.
Cannot help on very severe wounds.
- Antidote Potion (consumable, power level 2, druidic-1)
- When drank, the drinker is cured from most poisoning or
disease effects as with druidic spell Purify.
- Rage Potion (consumable, power level 2, druidic-1)
- The drinker gains similar effects than druidic spell Essence of
Beast.
- Invisiblity Potion (consumable, power level 2, illusionist-2)
- The drinker becomes invisible as with illusionist
spell of the same name (with same rules)
- Dispel Scroll (consumable, power level 2)
- This scroll has strong unbinding words written on it, and
reading it aloud can dispel and unbind currently active
magical effects close-by. The scroll is too weak to affect high
power level rituals or spells or permanent magic items. After
read, the scroll crumbles to dust. Note that read/write skill
is needed, and those only skilled need time to read the scroll.
- Amulet of X Protection (1 cp)
- This amulet makes wearer (almost) immune to given elemental or
other harmful effect it protects against. Typical amulets are
fire or cold protection amulets, but possession, curse, poison,
and other protection amulets exists.
- Demon Slayer Blade (n/a)
- Many demons have a very thick "natural" hide/armor against mundane
weapons. This sword (or other weapon) is crafted against specific demon
(or demons) and can harm it like the demon was without its
natural armor.
- Spelleater Shield (1 cp)
- This shield has a powerful spell woven into it which tries to
break the pattern of all spells which are cast near it. Unless
the spell is very powerful, the shield will disrubt its composition
and usually dispels the spell. Power level 3 (or more) spells absorbed
may turn against the enchantment, possibly destroying it.
- Spirit Blade (1 cp)
- This dagger does not have a bound spirit in it despite the
name. Instead, it has special enchantments against spirits
woven onto it, and so it can be used to slash and rip spirits
in the spirit fight, where normal weapons are usually useless,
or harm trapped spirits without material body.
- Staff of Power (1 cp)
- This staff is used like normal focus staff, but it can
store one extra mana point that can be used on a spell
cast through it. After spent, the staff needs to be
recharged with a 5min ritual (power level 2)
Artifacts
Artifacts are mysterious items of unknown powers and materials, found
from the remains of ancient civilizations. No bind mana nor spirits
are found from them with simple research.
- Box of Illusions (n/a)
- This small black box can create static illusions of things it
has encountered. No one has ever found all its capablities,
new uses are found almost each time it is used.
- Dark Bow (1 cp)
- This strange bow made of unknown dark stone-like material has
many strange rods and strings on it. However it has magical
power to send arrows more powerfully as any normal bow,
yet it is easy to pull and to aim with. In practise, apply
+1 to damage and can be aimed for long times.
- Obsidian Sword (1 cp)
- This sword is made from unknown dark alien material (which is
not actual obsidian), and it is far more lighter than any other
sword, but very sharp and never dulls in use. In practise, apply
bonus to damage and handling. However,
it can be shattered with extreme force. Knife, axe and curved
sword versions also exist, with 0.5cp cost for knife-sized.
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