Chapter 15: The Item Compendium
This compendium provides lists and descriptions of common weapons, armor, adventuring gear, and other items available throughout the realms. While many unique and powerful artifacts exist as legendary items or rewards for epic quests, the equipment listed here represents the standard tools of the trade for Demigods and adventurers.
The Battle Master is the final arbiter of item availability, cost, and specific effects in their campaign. This chapter serves as a comprehensive baseline for outfitting your character for the challenges that lie ahead.
Item Restrictions and Requirements
The world of Demayth is filled with a wide array of powerful items. However, not all items are suitable for every Demigod. Many come with restrictions or requirements that must be met before they can be used effectively, reflecting the need for specific training, physical aptitude, or magical attunement.
- Attribute Requirements: Certain items, particularly powerful weapons or heavy armor, may have minimum attribute requirements. Your Demigod's Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma might need to reach a certain threshold before they can equip or wield the item effectively. If you do not meet this basic requirement, you cannot use the item. For example, a Demigod who is too weak to carry a heavy weapon that requires a Strength of 26+ wouldn't even be able to lift or swing it effectively.
- Proficiency Requirements: As detailed in Chapter 11, lack of training with specific gear imposes severe penalties.
- Weapons: If you wield a weapon you are not proficient in, you have disadvantage on all Battle Card or Demayth Card attacks/defenses made while using that weapon.
- Armor: If you wear armor you are not proficient in, you have disadvantage on all skill checks (Strength, Dexterity, etc.), and Spell crafting checks while wearing it.
- Enchantments: Additionally, any magical benefits (known as enchantments) of an item (weapon or armor) are nullified until proficiency is gained.
- Ammunition & Charges: Many ranged weapons and magical items have a limited number of uses (ammo or magical charges). Keep track of these resources. Recharging magical items often costs Demayth Points or requires specific conditions.
- Demayth Knowledge Checks: The function of unfamiliar or complex items, especially those of magical origin, often require a successful Intelligence (Demayth Knowledge) check to understand their functions, potential dangers, or hidden properties.
Always consider your character's attributes and proficiencies when selecting gear. Don't be tempted by a powerful item if you can't wield it effectively.
Item Enchantments & Attunement Limit
A Demigod can only safely manage the flow of magical energy from a limited number of attuned items. Exceeding this capacity courts disaster, as the conflicting magical signatures can tear a mortal body apart.
Enchanted Weapon/Armor Limit
A character can only have up to 4 enchanted weapons or armor Sets equipped and actively providing magical benefits at one time. (Note: This limit applies to the number of distinct magical sources your spirit can bind to, regardless of your physical ability to carry them.)
Trinket Limit
Magical jewelry and accessories require a focused mind to maintain. A character can only have a number of equipped magical trinkets (rings, amulets, cloaks, etc.) equal to their Spellcasting Modifier (Focus).
Consequences of Exceeding the Limit
Equipping more enchanted items than your limit allows you to overwhelm your body with conflicting Demayth energies. The consequences are immediate and severe:
- Immediate Exhaustion: You immediately suffer the 6th level of Exhaustion.
- Magical Interference: You gain disadvantage on all checks.
- Loss of Focus: You lose your Spellcasting Modifier (SCM) bonus to all Spellcraft checks while over the limit.
- Risk of Death: If the excess item is not removed within one hour, the magical strain causes fatal system shock, leading to death.
Magical vs. Enchanted: Understanding Power
In Demayth, not all glowing swords are created equal. It is vital for a Demigod to understand the three distinct sources of an item's capabilities: Special Aspects, Magical Nature, and Enchantments.
1. Special Aspects These are non-magical, inherent physical traits of a weapon or item, often derived from its design or craftsmanship.
- Example: A Glaive has the Reach aspect because it is long. A Dagger has the Thrown aspect because it is balanced. These do not require magic to function.
2. Magical Items A Magical Item possesses the innate power of Demayth. This power comes from the materials used (such as Mithril, Orikkulum, or fabrics woven with magical metals) or the method of its creation (forged in dragon fire, or woven by spirits).
- Magical Armor: This category specifically refers to armor typically worn by mages (Robes, tailored suits, reinforced clothing). These items are woven with magical metals for protection and imbued with magic to generate defenses like Magic Shields (MS).
- Innate Power: Magical items are superior to common items even without enchantments, often being lighter, more durable, or naturally conductive to spellcasting.
3. Enchantments Enchantments are powerful, specific runic or arcane modifications placed upon an item by a skilled Artificer. An enchantment is an "added" power, distinct from the item itself.
- Application: Enchantments can be placed on both Common items (a steel sword with a fire rune) and Magical items (a Mithril chest plate with a strength rune).
- Naming: Enchantments almost always carry a specific name or label (e.g., Mark of the Bear, Rune of Frost).
- Limits: The number of enchantments an item can hold is strictly limited by its Rarity. Even the most legendary Artificers cannot force too much power into a vessel that cannot sustain it.
Enchantment Example: The Mark of Fire
Enchantments often scale with the power of the wielder.
- Effect: This weapon deals an additional X * DY* Burning damage.
- X = The Demigod's Level.
- Y = The Demigod's Spellcasting Attribute Modifier, rounded down to the nearest die step (d4, d6, d8, etc.).
Item Rarity
Items in Demayth are categorized by rarity, which influences their cost, power, and availability. This hierarchy also determines the number of Enchantments an item can hold.
Enchantments are the magical properties of an item. They are typically labelled (or named) and grant the item additional power, such as bonus damage, attribute increases, or unique abilities.
| Rarity | Price Range (Approx.) | Description | Enchantments |
|---|---|---|---|
| Common | Hundreds of Geni | Abundant and easily found. | None |
| Uncommon | Thousands of Geni | Less common, slightly specialized. | 1 |
| Rare | Tens of Thousands | Difficult to find, significant power. | 2 |
| Legendary | Hundreds of Thousands | Extremely rare, unique items. | 4 |
| Divine | Divine Coins Only | Crafted by gods; the most powerful items. | 4 + 1 Divine |
(Note: Rare, Legendary, and Divine items are often magically protected against duplication, ensuring their exclusivity and value.)
Armor
Armor is a Demigod's primary defense against the myriad physical threats of the universe. Understanding the different types of armor, their properties, and their limitations is essential for survival.
Armor Pieces and Sets
A complete suit of armor generally consists of six pieces: Head, Body, Arms, Hands, Legs, and Feet.
- Armor Points (AP): Each individual piece has its own Armor Points value. When a specific body part is hit, damage is applied to the AP of the armor piece covering it.
- Broken Armor: If an armor piece's AP is reduced to 0, it is considered broken and provides no further protection until repaired.
- Layering: Additional layers worn under armor, such as padded clothing or chainmail, may provide supplementary benefits at the Battle Master's discretion.
- Damage Reduction (DR): Some high-level or magical armor sets provide Damage Reduction. Note: DR is provided exclusively by the Body Armor piece. If the Body armor is broken or removed, the DR bonus is lost.
Armor Types and Properties
Light Armor This category includes armor made from cloth, leather, hide, and lighter forms of mail (like scale mail or nano-weave). It prioritizes agility and freedom of movement over sheer protection, offering modest AP but minimal penalties.
- Typical Attribute Requirements: Dexterity, Wisdom, or Charisma.
Heavy Armor This category includes bulky and highly protective armor like half-plate, full plate, and other suits crafted from dense metals. It offers the highest level of physical protection (high AP) but can significantly hinder movement and agility.
- Drawbacks: Often imposes disadvantage on Dexterity checks (including Stealth) and Reflex saves.
- Typical Attribute Requirements: Strength and Constitution.
- Note: A character can bypass the drawbacks of basic or common heavy armor if they have a Strength attribute score of 40 or greater.
Magical Armor This armor is distinct from standard Light or Heavy armor. It encompasses robes, magically tailored suits, and clothing containing plates of magical metals. While it may be physically light or heavy, its primary value comes from its magical nature.
- Properties: These items are woven with magical metals or imbued with magic to generate Magic Shields (MS), enhance skills, or provide elemental resistances.
- Typical Attribute Requirements: Intelligence, Wisdom, or Charisma (to attune to and utilize the magical properties).
Starting Armor Sets
At character creation, choose one of the following sets.
| Set Name | Type | Pieces & Bonuses |
|---|---|---|
| Guard Set | Heavy | Head, Body, Hands, Legs: Poor Iron Plate (+5 AP each). Feet: Poor Iron Greaves (+5 AP). |
| Rogue Set | Light | Head, Body, Arms, Hands: Poor Padded Leather (+3 AP each). Feet: Poor Boots of Swiftness (+1 space/5 ft Speed). |
| Mage Set | Magical | Head: Magical Hat (+1 Demayth Knowledge). Body: Magical Robes (+5 MS each). Feet: Essence Walkers (+1 space/5 ft Speed). |
Light Armor Sets
Scaling: Starts at 3 AP per piece, increases by 3.
| Armor Set | Requirement | AP per Piece | Total AP (6 Pieces) | Price |
|---|---|---|---|---|
| Thick Padded Cloth Set | 10+ Dex/Cha | 3 | 18 | 5G |
| Hide Armor Set | 12+ Dex/Cha | 6 | 36 | 30G |
| Leather Armor Set | 14+ Dex/Cha | 9 | 54 | 75G |
| Studded Leather Set | 15+ Dex/Cha | 12 | 72 | 250G |
| Steel Scale Mail Set | 17+ Dex/Cha | 15 | 90 | 2,000G |
| Mithril Scale Mail (Rare) | 14+ Dex/Cha | 18 | 108 | 4,000G |
| Mithril Half Plate (Rare) | 17+ Dex/Cha | 21 | 126 | 7,500G |
| Dragon Scale (Legendary) | 18+ Dex/Cha | 24 | 144 | 15,000G |
| Elder Dragon Scale (Leg.) | 18+ Dex/Cha | 27 | 162 | 30,000G |
Heavy Armor Sets
Scaling: Starts at 5 AP per piece, increases by 5.
| Armor Set | Requirement | AP per Piece | Total AP (6 Pieces) | Special (Body Only) | Price |
|---|---|---|---|---|---|
| Iron Ring Mail | 14+ Str/Con | 5 | 30 | - | 30G |
| Steel Chainmail | 15+ Str/Con | 10 | 60 | - | 75G |
| Steel Splint | 16+ Str/Con | 15 | 90 | - | 250G |
| Steel Full Plate | 17+ Str/Con | 20 | 120 | - | 2,000G |
| Orikkulum Full Plate (V. Rare) | 17+ Str/Con | 25 | 150 | DR 1 (Phys) | 4,000G |
| Adamantine Plate (V. Rare) | 18+ Str/Con | 30 | 180 | DR 3 (Phys) | 15,000G |
| Palladium Plate (Leg.) | 18+ Str/Con | 35 | 210 | DR 3 (Phys) | 30,000G |
Magical Armor Sets (Robes)
Scaling: Starts at 2 MS per piece, increases by 2. (Note: All sets are 5 pieces: gloves, hat, robe, pants, shoes).
| Robe Set | Requirement | MS per Piece | Total MS (5 Pieces) | Special (Body Only) | Price |
|---|---|---|---|---|---|
| Common Apprentice Set | 14+ Int/Wis | 2 | 10 | - | 150G |
| Common Journeymen Set | 15+ Int/Wis | 4 | 20 | - | 450G |
| Common Expert Set | 16+ Int/Wis | 6 | 30 | - | 750G |
| Mage Hand Apprentice Set | 16+ Int/Wis | 8 | 40 | - | 1,500G |
| Mage Hand Journeymen Set | 16+ Int/Wis | 10 | 50 | - | 3,000G |
| Mage Hand Expert Set (Rare) | 17+ Int/Wis | 12 | 60 | DR 1 (Elem) | 6,000G |
| Master Magus Set (Rare) | 18+ Int/Wis | 14 | 70 | DR 2 (Elem) | 15,000G |
| Archmage's Robe Set (Leg.) | 18+ Int/Wis | 16 | 80 | DR 3 (Elem) | 30,000G |
(Note: "Poor" quality items may be less durable or have other minor drawbacks at the BM's discretion. More advanced and enchanted armor must be found, purchased, or crafted during your adventures.)
Weapons
Weapons are the instruments of a Demigod's power, channeling their strength, skill, and sometimes magical prowess into devastating attacks. Understanding the different types of weapons, how they deal damage, and their inherent limitations is crucial for outfitting your character for combat.
Weapon Categories & Damage Calculation
In Demayth, damage is not static. As a Demigod grows in power (Level) and physical prowess (Attributes), their ability to inflict harm increases.
The Damage Formula Damage is calculated as: [Attribute Modifier] × [Demigod Level Die].
- X (Attribute Modifier): The modifier of the governing attribute (Str, Dex, etc.).
- Y (Demigod Level Die): Your current level determines the size of the damage die used (d4, d6, d8, d10, d12), rounded down to the appropriate step.
Level Die: Determined by your current character level:
- Level 1-5: d4
- Level 6-7: d6
- Level 8-9: d8
- Level 10-11: d10
- Level 12-19: d12
- Level 20+: d20
1. Light Melee Weapons Fast, agile weapons used in close quarters.
- Examples: Daggers, Short Swords, Handaxes.
- Damage Type: Slashing (Blades), Piercing, or Impact.
- Damage Calculation: Dexterity Modifier × Level Die
2. Medium Melee Weapons Versatile weapons that balance power and speed.
- Examples: Longswords, Battleaxes, Quarterstaffs.
- Damage Type: Slashing, Impact, or Piercing.
- Damage Calculation: Strength OR Dexterity Modifier × Level Die (Player's Choice)
3. Heavy Melee Weapons Massive instruments of war requiring two hands to wield.
- Examples: Greatswords, Greataxes, Mauls, Halberds.
- Damage Type: Slashing, Impact, or Piercing.
- Damage Calculation: Strength Modifier × Level Die
4. Magical Weapons & Implements Weapons that channel raw magical energy, or weapons composed entirely of magic (like a summoned flame blade).
- Damage Calculation: Spellcasting Modifier × Level Die
- Note: This applies if the weapon deals direct magical damage.
5. Ranged Weapons & Ammunition Ranged weapons (Bows, Crossbows, Slings) do not deal damage themselves; they provide Line of Sight (LOS) attacks with their specific ammunition type.
- Damage Source: Damage is derived from the Ammunition used.
- Ammunition Calculation: Same as Light Weapons (Dexterity Modifier × Level Die).
- Damage Type: Piercing (Arrows/Bolts) or Impact (Stones).
Weapon Attack Bonuses
While your character's stats determine your base chance to hit, high-quality or magical weapons may offer an Item Attack Bonus. To balance the scaling power of Demigods, this bonus is strictly regulated by your level.
Maximum Item Attack Bonus Formula: If a weapon grants an Attack Bonus, the maximum bonus allowed is: Demigod Level ÷ 5 (Rounded Down) (Example: A Level 9 Demigod can utilize a maximum +1 bonus from a weapon. A Level 10 Demigod can utilize a +2 bonus.)
Weapon Limitations & Rules
Size and Weight (Heavy Weapons)
- All Heavy weapons are Two-Handed.
- One-Handing Heavy Weapons: You cannot wield a Heavy weapon in one hand unless your Strength score is 40 or greater. Attempting to do so without this strength imposes Disadvantage on all attacks.
Dual Wielding A Demigod can wield two one-handed weapons simultaneously (Light/Light or Light/Medium).
- Benefit: You gain the Attack Bonus from each weapon (if applicable) and apply the damage calculation of both weapons in a single attack action.
- Drawback: You cannot use a shield or defensive off-hand item, leaving you more vulnerable to attacks.
Thrown Weapon Range The distance you can hurl a thrown weapon is determined by your physical power.
- Base Maximum Range: 65 feet (13 spaces).
- Strength Bonus: For every +1 of your Strength Modifier above 0, range increases by 10 feet (2 spaces).
- Strength Penalty: For every -1 of your Strength Modifier below 0, range decreases by 10 feet (2 spaces). (Min range 45 ft).
Magical Requirements Using the magical properties of an enchanted weapon often requires attunement. This may necessitate a specific Attribute score or a successful Intelligence (Demayth Knowledge) check to understand and wield the item's power.
Magical Conduits: Wands, Staves, and Orbs
Magical implements are not typically used to bash enemies physically. Instead, they act as conduits for specific schools of magic, enhancing the caster's spells.
Magic Resonance (Magic Bonus)
Rare metals and materials act as potent conduits for a Demigod’s inner power. Weapons and implements possessing the Magic Resonance property amplify spells from specific schools of magic by drawing directly upon the wielder's magical aptitude.
When you cast a spell that matches the school of your equipped conduit, you add a bonus to the spell’s primary effect (such as damage, healing, or shield value) based on the resonance formula below.
Resonance Formula: [Spellcasting Modifier] × [Level Die]
- Spellcasting Modifier: Your attribute modifier used for spellcasting (Intelligence, Wisdom, or Charisma).
- Level Die: Determined by your current character level:
- Level 1-5: d4
- Level 6-7: d6
- Level 8-9: d8
- Level 10-11: d10
- Level 12-19: d12
- Level 20+: d20
1. Magical Conduits
Wands (Intelligence) Small, agile conduits that channel arcane precision. They are Light weapons and can be dual-wielded.
| Implement | Requirements | Type | Effects & Magic Resonance | Base Price (Geni) |
|---|---|---|---|---|
| Destruction Wand | Int 14 | 1H (Light) | Resonance: Adds to Spell Damage. | 3,000 |
| Restoration Wand | Int 14 | 1H (Light) | Resonance: Adds to Spell Healing Values. | 3,000 |
| Protection Wand | Int 14 | 1H (Light) | Resonance: Adds to Magic Shield (MS) or Defense Value. | 3,000 |
| Conjuration Wand | Int 14 | 1H (Light) | Resonance: Increases Minion Damage or HP. | 3,000 |
| Necromancy Wand | Int 14 | 1H (Light) | Resonance: Adds to Necrotic Damage or Life Drain. | 3,000 |
Staves (Wisdom) Sturdy conduits favored by battle-mages and healers. Can be wielded with a shield or weapon, but two staves cannot be wielded simultaneously.
| Implement | Requirements | Type | Effects & Magic Resonance | Base Price (Geni) |
|---|---|---|---|---|
| Destruction Staff | Wis 14 | 1H | Resonance: Adds to Spell Damage. | 3,000 |
| Restoration Staff | Wis 14 | 1H | Resonance: Adds to Spell Healing Values. | 3,000 |
| Protection Staff | Wis 14 | 1H | Resonance: Adds to Magic Shield (MS) or Defense Value. | 3,000 |
| Conjuration Staff | Wis 14 | 1H | Resonance: Increases Minion Damage or HP. | 3,000 |
| Necromancy Staff | Wis 14 | 1H | Resonance: Adds to Necrotic Damage or Life Drain. | 3,000 |
Instruments (Charisma) Large, resonant conduits that weave magic through performance. They require two hands to play and channel power effectively.
| Implement | Requirements | Type | Effects & Magic Resonance | Base Price (Geni) |
|---|---|---|---|---|
| Destruction Instrument | Cha 14 | 2H | Resonance: Adds to Spell Damage. | 3,000 |
| Restoration Instrument | Cha 14 | 2H | Resonance: Adds to Spell Healing Values. | 3,000 |
| Protection Instrument | Cha 14 | 2H | Resonance: Adds to Magic Shield (MS) or Defense Value. | 3,000 |
| Conjuration Instrument | Cha 14 | 2H | Resonance: Increases Minion Damage or HP. | 3,000 |
| Necromancy Instrument | Cha 14 | 2H | Resonance: Adds to Necrotic Damage or Life Drain. | 3,000 |
2. Melee Weapons
Light Weapons (Steel)
- Damage Calculation: Dexterity Modifier × Level Die
- Dual Wielding: Can be dual-wielded.
- Special: These weapons prioritize speed and precision.
| Weapon Name | Requirements | Type | Special Traits | Base Price (Geni) |
|---|---|---|---|---|
| Dagger | Dex 12 | Slashing/Pierce | Thrown | 15 |
| Common Club | Dex 12 | Impact | Non-Lethal Option | 15 |
| Short Sword | Dex 12 | Slashing | Non-Lethal Option | 30 |
| Handaxe | Dex 12 | Slashing | Thrown | 45 |
| Javelin | Dex 12 | Piercing | Thrown | 50 |
| Kukri | Dex 13 | Slashing | High Crit (Critical strikes are reduced to 3 instead of 5.) | 60 |
| Stiletto | Dex 13 | Piercing | Armor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.) | 75 |
| Short Spear | Dex 13 | Piercing | Thrown | 60 |
Medium Weapons (Versatile) (Steel)
- Damage Calculation: Strength OR Dexterity Modifier × Level Die (Player's Choice).
- Versatile: Can be wielded 1-Handed or 2-Handed.
- Dual Wielding: Can be dual-wielded with a Light weapon in the off-hand (or another Medium weapon if you have a specific Feat/Ability, though standard rules usually restrict dual-wielding to Light weapons).
| Weapon Name | Requirements | Type | Special Traits | Base Price (Geni) |
|---|---|---|---|---|
| Longsword | Str/Dex 14 | Slashing | Non-Lethal Option | 120 |
| Battleaxe | Str/Dex 14 | Slashing | Cleave (2H, Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.) | 450 |
| Quarterstaff | Str/Dex 14 | Impact | Reach (If 2H, +10 ft) | 125 |
| Spear | Str/Dex 16 | Piercing | Thrown (2H), Reach (2H, +10 ft) | 100 |
| Rapier | Dex 17 | Piercing | Finesse (Pure Dex Scaling) | 200 |
| Lance | Str 16 | Piercing | Reach (+10 ft) | 200 |
| War Pick | Str/Dex 14 | Piercing | Armor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.) | 150 |
| Flail | Str/Dex 15 | Impact | Ignore Shield (When attacking, ignore the shield bonus of the attacked creature when determining a hit or miss.) | 300 |
Heavy Weapons (Massive) (Steel)
- Damage Calculation: (Strength Modifier + Demigod Level) × Level Die
- Special: Massive Impact. Heavy weapons utilize their sheer weight and momentum to deal devastating blows. On a successful hit, you add a number of extra damage dice equal to your Demigod Level.
- Example: A Level 4 Demigod with a Strength Modifier of +4 wielding a Greatsword (Level Die: d4).
- Base Dice (Str): 4d4
- Massive Impact (Lvl): +4d4
- Total Damage: 8d4 (4 + 4).
- One-Handing: Requires Strength 40+ to wield in one hand (otherwise Disadvantage).
| Weapon Name | Requirements | Type | Special Traits | Base Price (Geni) |
|---|---|---|---|---|
| Greatsword | Str 17 | Slashing | None. | 1,200 |
| Warhammer | Str 18 | Impact | Stun (Creatures must make a Fortitude saving throw against you. Failure results in the creature being stunned for 1D4 rotations.) | 1,200 |
| Glaive | Str 18 | Slashing | Reach (+10 ft) | 1,200 |
| Pike / Trident | Str 19 | Piercing | Long Reach (+15 ft) Armor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.) | 3,500 |
| Greataxe | Str 21 | Slashing | Cleave (Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.) | 2,100 |
| Halberd | Str 21 | Slashing | Reach (+10 ft) Cleave (Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.) | 2,100 |
| Maul | Str 21 | Impact | Stun (Creatures must make a Fortitude saving throw against you. Failure results in the creature being stunned for 1D4 rotations.) Ignore Shield (When attacking, ignore the shield bonus of the attacked creature when determining a hit or miss.) | 3,500 |
3. Ranged Weapons (Wood and Steel)
- Damage Source: Derived from the Ammunition used (Arrows, Bolts, Bullets, Stones).
- Damage Calculation: Dexterity Modifier × Level Die
- Ammo Types:
- Bows: Use Arrows (Piercing).
- Crossbows: Use Bolts (Piercing).
- Slings: Use Stones (Impact) or Explosives.
| Weapon Name | Requirements | Type (Ammo) | Special Traits | Base Price (Geni) |
|---|---|---|---|---|
| Sling | Dex 12 | Impact (Stone) | Range 45 ft, Can use Explosives as ammunition. | 6 |
| Shortbow | Dex 14 | Piercing (Arrow) | Range 300 ft | 30 |
| Light Crossbow | Dex 14 | Piercing (Bolt) | Range 300 ft, 1H Capable | 45 |
| Longbow | Dex 16 | Piercing (Arrow) | Range 500 ft | 60 |
| Heavy Crossbow | Dex 17 | Piercing (Bolt) | Range 500 ft | 75 |
| Warbow | Dex 18 | Piercing (Arrow) | Range 600 ft, +Attack Bonus | 2,100 |
| Great Crossbow | Dex 21 | Piercing (Bolt) | Range 600 ft, +Attack Bonus | 3,900 |
Firearms (Guns)
- Reloading: Requires spending Action Points (SAP or MAP) to prepare the weapon for the next shot.
- Damage Source: Derived from the Ammunition used (Bullets).
- Damage Calculation: Dexterity Modifier × Level Die
- Ammo Types: Bullets: Use Bullets (Piercing).
| Gun | Requirements | Range | Reload Cost | Special Trait | Price |
|---|---|---|---|---|---|
| Blunderbuss | Dex 14 | 10 ft (Cone) | 1 SAP | +Attack Bonus | 750 G |
| Matchlock Pistol | Dex 14 | 20 ft | 1 SAP | +Attack Bonus | 800 G |
| Flintlock Pistol | Dex 14 | 30 ft | 1 MAP | +Attack Bonus | 1,000 G |
| Dragoon Pistol | Dex 15 | 50 ft | 1 MAP | +Attack Bonus | 1,500 G |
| Musket | Dex 16 | 100 ft | 1 SAP | +Attack Bonus | 2,000 G |
| Repeating Carbine | Dex 18 | 100 ft | 1 MAP | +Attack Bonus | 3,000 G |
Special/Magical Ammunition
- Base Damage: All ammunition still deals the weapon's base damage: Dexterity Mod × Level Die.
- Added Damage: The values in the table below are added to that total.
- Price: Listed per single piece of ammunition (Arrow, Bolt, or Bullet).
| Ammo Variant | Damage Type | Added Damage | Price (Per Shot) |
|---|---|---|---|
| Standard | Piercing | — | 1 - 6 G |
| Acid | Acid | +1D8 Acid Dmg per Spellcrafting Modifier. | 50 |
| Armor Piercing | Piercing | Armor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.) | 300 G |
| Fire | Fire | +1d8 Fire Dmg per Spellcrafting Modifier. | 45 G |
| Frost | Cold | +1d8 Cold Dmg per Spellcrafting Modifier. | 45 G |
| Shock | Shock | +1d8 Shock Dmg per Spellcrafting Modifier. | 45 G |
| Explosive | Impact | +1d8 Impact Dmg per Spellcrafting Modifier. +1d8 Burning Dmg per Spellcrafting Modifier. | 600 G |
Starting Weapons
A list of common armaments available to Level 1 Demigods.
Level 1 Rules Refresher:
- Level Die: d4
- Massive Impact (Heavy): Adds +1 damage die (Level 1) to the multiplier.
1. Light Melee Weapons Fast, agile weapons used in off-hands or by rogues. Damage Formula: Dexterity Modifier × 1d4
| Weapon | Requirement | Damage Type | Traits | Cost |
|---|---|---|---|---|
| Dagger | Dex 12 | Slashing/Pierce | Thrown (45 ft) | 15 G |
| Common Club | Dex 12 | Impact | Non-Lethal Option | 15 G |
| Short Sword | Dex 12 | Slashing | — | 30 G |
| Handaxe | Dex 12 | Slashing | Thrown (65 ft) | 45 G |
| Kukri | Dex 13 | Slashing | High Crit (19-20) | 60 G |
2. Medium Melee Weapons Versatile weapons that balance power and speed. Damage Formula: (Strength OR Dexterity Modifier) × d4
| Weapon | Requirement | Damage Type | Traits | Cost |
|---|---|---|---|---|
| Quarterstaff | Str/Dex 14 | Impact | Reach (If 2H) | 45 G |
| Spear | Str/Dex 14 | Piercing | Thrown (2H), Reach (2H) | 100 G |
| Longsword | Str/Dex 14 | Slashing | — | 120 G |
| Battleaxe | Str/Dex 14 | Slashing | — | 450 G |
| War Pick | Str/Dex 14 | Piercing | Armor Piercing (+1 vs AP) | 150 G |
3. Heavy Melee Weapons Massive instruments of war requiring brute force. Damage Formula: (Strength Modifier + 1) × d4 Note: The "+1" comes from the Massive Impact rule (Demigod Level).
| Weapon | Requirement | Damage Type | Traits | Cost |
|---|---|---|---|---|
| Glaive | Str 18 | Slashing | Reach (+10 ft) | 210 G |
| Greatsword | Str 17 | Slashing | None | 1,200 G |
| Warhammer | Str 18 | Impact | Stun Chance | 1,200 G |
| Greataxe | Str 21 | Slashing | Cleave | 2,100 G |
| Maul | Str 21 | Impact | Stun Chance | 2,100 G |
4. Ranged Weapons Precision instruments for distance combat. Damage Formula: Dexterity Modifier × d4 Note: Damage type depends on ammo (Arrow=Piercing, Bolt=Piercing).
| Weapon | Requirement | Range | Traits | Cost |
|---|---|---|---|---|
| Sling | Dex 12 | 45 ft | Uses Stones/Explosives | 6 G |
| Shortbow | Dex 14 | 300 ft | Two-Handed | 30 G |
| Light Crossbow | Dex 14 | 300 ft | Can be 1-Handed | 45 G |
| Longbow | Dex 16 | 600 ft | Two-Handed | 60 G |
5. Apprentice Conduits (Magical) Starting implements for spellcasters. Choose your School. Damage/Effect Formula: Spellcasting Modifier × d4 Note: This value is added to Spells (Healing/Damage) or deals raw magic damage.
| Implement | Requirement | Type | Focus Effect | Cost |
|---|---|---|---|---|
| Wand (School) | Int 14 | 1H (Light) | +Resonance to School Spells | 3,000 G |
| Staff (School) | Wis 14 | 1H | +Resonance to School Spells | 3,000 G |
| Instrument | Cha 14 | 2H | +Resonance to School Spells | 3,000 G |
| Apprentice Orb | Int/Wis 14 | Offhand | +3 Magic Shield (MS) | -- |
(Common Schools for Level 1: Destruction (Damage), Restoration (Healing), Protection (Shielding).)
Offhand Items
Offhand items are versatile tools that complement your Demigod's primary weapon, offering additional defense, utility, or even offensive capabilities. These items are held in the non-dominant hand and can be used in conjunction with your main weapon or independently to achieve specific effects.
Types of Offhand Items:
- Shields and Orbs: Primarily defensive items used to block or absorb incoming attacks. Shields often provide a passive Defense Bonus and may have special Damage Reduction properties, while magical Orbs can deflect or absorb attacks with unique magical effects.
- Shields are considered Heavy armor while Orbs are considered Magical armor offhand items.
- Quivers: Essential for archers, quivers hold ammunition for ranged weapons like bows and crossbows. They are typically worn on the back or hip and allow for quick access to arrows or bolts during combat. They usually count as 1 Weight Point (WP) regardless of the amount of standard ammunition stored.
- Grimoires: Magical books containing a collection of spells. A Demigod proficient in the corresponding school of magic can use a Grimoire to cast spells they might not have prepared in their Demayth Deck. Casting from a Grimoire typically requires 1 Standard Action Point (SAP) and may consume the item's limited magical charges.
- Other Offhand Items: This broad category includes items like magical totems that channel specific powers, secondary weapons for dual-wielding, or utility items like lanterns or grappling hooks that can be held in the offhand.
Special Rule: Shields and Damage Reduction (DR)
Many shields in Demayth provide Damage Reduction (DR), reducing incoming damage.
- Active Defense Required: To benefit from a shield’s DR, you must play a Battle Card to defend against the incoming attack.
- Passive Failure: If a Battle Card is not played (by choice or empty hand), the shield's DR does not apply, and you take full damage to your Armor (AP) or Health (HP).
1. Starting Shields
Shields are primarily defensive items used to block or absorb incoming attacks. They provide two key benefits: Damage Reduction (DR) Reduces specific types of incoming damage if a Battle Card is played.
| Item Name | Requirements | Defense Bonus | Damage Reduction (DR) & Effects |
|---|---|---|---|
| Strapped Buckler | Str/Con 10+ | None. | DR 1 (all physical damage) (Can be worn on the forearm, leaving hands free). |
| Round Shield | Str/Con 14+ | None. | DR 2 (all damage types expect True or divine damage) |
| Kite Shield | Str/Con 16+ | 1 | DR 3 (all damage types expect True or divine damage) |
2. Starting Quivers
Essential for archers to hold ammunition. Typically count as 1 Weight Point (WP) regardless of ammo count.
| Item Name | Capacity | Effects |
|---|---|---|
| Light Leather Quiver | 25 Units | Holds standard ammunition. |
| Defensive Hard Leather Quiver | 10 Units | Reduces all Slashing damage by 1. |
| Poorly Enchanted Large Leather Quiver | 10 Units | Grants +2 HP bonus. |
3. Starting Grimoires & Orbs
Magical tools for casting spells or deflecting magical attacks.
| Item Name | Requirements | Effects |
|---|---|---|
| Mage Hand Apprentice's Orb | Int/Wis 14+ | Provides +5 Magic Shield (MS). |
| Apprentice's First Book | — | 3 Charges (Recharge 1 DP). Holds up to 10 Spells (any school). Cost: 1 DP per cast. |
| Apprentice Orb of Protection | Int/Wis 14+ | Reduces all Magic Damage taken by 1D6. |
4. Starting Offhand Weapons
Light weapons wielded in the offhand for defense or utility.
Melee Offhand Weapons
| Weapon Name | Requirements | Effects |
|---|---|---|
| Parrying Dagger | Dex 12+ | Grants +1 Defense bonus against melee attacks. |
| Main Gauche | Dex 14+ | Grants +1 Defense bonus against ranged attacks. (Can disarm/deflect). |
| Hooked Sickle | Str 10+ | Deals Slashing damage. (Can trip or grapple). |
| Bladed Tonfa | Dex/Str 14+ | Deals Slashing damage. (Versatile offense/defense). |
Magical Offhand Weapons
| Weapon Name | Requirements | Effects |
|---|---|---|
| Focus Orb | Wis 14+ | Grants +1D4 per Spellcasting Modifier to Demayth Spell Attacks. |
| Ritual Dagger | Int 12+ | Grants +1 to Spellcraft Checks for rituals. |
| Elemental Orb | Int/Wis 16+ | Choose Element (Fire/Water/etc). Deals 1D4 per Spellcasting Modifier of Damage of that type on primary weapon hit. |
| Spellshard | Int 18+ (Prof. Knowledge) | 2 Charges (Recharge 1 DP). Holds 1 Prepared Spell for instant casting (no card required to be played). |
Consumables
Consumable items are single-use or limited-use resources that provide temporary benefits or effects, ranging from healing potions and alchemical draughts to magical scrolls or even enchanted food. They are the essential, quick-use tools in any adventurer's arsenal. While powerful, their use should be strategic, as overuse can lead to negative consequences.
Consumable Limitations (Potion Sickness):
A Demigod's body can only process so much potent alchemical or magical substance in a short time.
- Daily Limit: There is a limit to how many potions or similar alchemically-created consumables a character can safely use within a single day. This limit is equal to 10 + your Constitution modifier.
- Potion Sickness: Consuming more than this limit in a 24-hour period can lead to Potion Sickness, a condition that typically causes one or more levels of Exhaustion and other negative effects at the Battle Master's discretion.
- Exceptions: Using naturally occurring ingredients, like chewing on a raw healing herb, is generally exempt from this limit.
Duration of Consumables:
The effects of consumables can last anywhere from a fleeting instant to hours or even days, depending on their potency and the quality of their ingredients. Always refer to the item's specific description, but durations are typically:
- Instantaneous: The effect happens immediately and then ends (e.g., a healing potion restores HP instantly).
- Specified Duration: The effect lasts for a set number of rotations, minutes, or hours (e.g., a potion of strength lasting 1 minute).
- Action-Based Duration: Some effects might last for a certain number of actions or until a specific condition is met (e.g., a potion that grants advantage on your next three attacks).
Starting Consumable Kits:
At character creation, choose one of the following kits of starting consumables.
| Kit Name | Items Included |
|---|---|
| Healing Kit | 10x Magical Healing Candies: Small, enchanted candies that each restore 2 HP when eaten (Quick Action). 3x Minor Ruby Potions: Vials containing a potion made from Ruby Berries. Each heals for 1d6 HP (Standard Action). |
| Power Kit | 3x Minor Azure Potions: Vials of vibrant blue liquid. Each removes one level of Exhaustion or reduces the severity of Demayth Fatigue by one step. 3x Minor Vials of Power: For one minute after consumption, if your hand becomes empty, you may immediately draw up to 3 cards. |
| Utility Kit | 3x Teleportation Card (Red - Entrance): A single-use card that creates an entrance portal at your location. 3x Teleportation Card (Blue - Exit): A single-use card that creates an exit portal in an area where the character has left this card. (The two-way portal lasts for 1 minute). |
(Note: More potent consumables are often rarer and more expensive to acquire through gameplay.)
Potions & Elixirs
| Potion/Elixir Name | Rarity | Price | Effect |
|---|---|---|---|
| Healing Potions | |||
| Minor Ruby Potion | Common | 25G | Restores 1d4 + SCM HP. |
| Common Ruby Potion | Common | 75G | Restores 2d6 + SCM HP. |
| Greater Ruby Potion | Uncommon | 125G | Restores 3d10 + SCM HP. |
| Titan's Health Potion | Rare | 750G | Increases maximum HP by 100 for one hour. |
| Energy Potions | |||
| Common Azure Potion | Uncommon | 250G | Removes one level of exhaustion OR restores 1d4 DP. |
| Greater Azure Potion | Rare | 500G | Removes one level of exhaustion OR restores 1d6 DP OR draw up to 3 cards while in combat. |
| Superior Azure Potion | Very Rare | 750G | Removes two levels of exhaustion OR restores 2d6 DP OR draw up to 5 cards while in combat. |
| Resistance Potions | |||
| Poison/Disease Resist Potion | Rare | 750G | Grants resistance to Poison or Disease for one hour. |
| Elemental Resist Potion | Rare | 750G | Grants resistance to one chosen element for one hour. |
| Elemental Immunity Potion | Very Rare | 2,500G | Grants immunity to one chosen element for one hour. |
| Stat-Boosting Elixirs | |||
| Potion of Bull's Strength | Rare | 750G | Increases Strength by 3 for one hour. |
| Potion of Cat's Finesse | Rare | 750G | Increases Dexterity by 3 for one hour. |
| Potion of Tortoise's Shell | Rare | 750G | Increases Constitution by 3 for one hour. |
| Potion of Owl's Wit | Rare | 750G | Increases Intelligence by 3 for one hour. |
| Potion of Fox's Cunning | Rare | 750G | Increases Wisdom by 3 for one hour. |
| Potion of Swan's Grace | Rare | 750G | Increases Charisma by 3 for one hour. |
| Utility Elixirs | |||
| Potion of Invisibility | Rare | 10,000G | Grants invisibility for 1 minute (ends if you attack or cast a spell). |
| Potion of Leaping | Uncommon | 1,500G | Doubles jump distance for 1 minute. |
| Potion of Swiftness | Uncommon | 2,000G | Doubles walking/running speed for 10 minutes. |
| Potion of Purification | Very Rare | 5,000G | Removes one curse and grants disease immunity for 1 hour. |
| Potion of Antidote | Uncommon | 1,000G | Neutralizes most common poisons. |
Poisons (Vials)
| Poison Name | Application | Fortitude Save DC | Effect on Failure | Price |
|---|---|---|---|---|
| Common Poison | Weapon/Ammo | 12 | Poisoned (strong) for 1 hour. | 100G |
| Gluttony Poison | Ingested | 14 | Poisoned (powerful) for 24 hours. | 150G |
| Poisonous Gas | Inhaled (15ft) | 12 | Poisoned (weak) for 10 minutes. | 500G |
| Paralyzing Poison | Weapon/Ammo | 14 | Paralyzed for 1 hour. | 200G |
| Contact Poison | Skin Contact | 10 | Poisoned (weak) for 1 hour. | 300G |
| Poison of Darkness | Weapon/Ammo | 16 | Blinded for 1 hour. | 300G |
| Synthera’s Edge | Weapon/Ammo | 18 | Poisoned (powerful) for 24 hours and afflicted with True Death. | 5,000G |
Magical Treats
| Item Name | Price | Effect |
|---|---|---|
| Ruby Hard Candies (x12) | 10G | Consuming one heals for 1 HP per rotation for 5 rotations. |
| Azure Sweeties (x5) | 25G | Consuming one recovers 1 Demayth Point. |
| Sunfire Sweetmeats (x4) | 30G | Prevents dying from environmental hypothermia for 24 hours. |
| Frosty Quince (x4) | 30G | Prevents dying from environmental hyperthermia for 24 hours. |
| Devil’s Syrup | 30G | Grants resistance to Burning damage for 1 hour, but may cause dysentery (BM discretion). |
| Sweet Scented Conserves (x2) | 40G | Removes stench-based effects and provides a bonus to Diplomat checks. |
| Tiny Battle Biscuits (x20) | 50G | One biscuit keeps a creature fed for a day. Two biscuits heal 1d6+SCM HP. |
| Druidic Comfits | 100G | Removes poison effects and grants advantage on saves vs. disease for 1 hour. |
Alchemical Bombs & Explosives
These volatile, single-use items are typically crafted by those with the Craft (Alchemy) skill, but can be purchased in specialty shops. They are thrown as a Standard Action (1 SAP) with a Battle card attack and often affect an area.
| Item Name | Price | Range | Explosion Radius | Effects |
|---|---|---|---|---|
| Alchemic Smoke Bomb | 100G | 65 ft. | 10 ft. | Creates a smoke cloud, Blinding creatures within for 1d6 rotations. |
| Alchemic Stink Bomb | 250G | 65 ft. | 15 ft. | Fortitude save or be Weak Poisoned for 1d6 rotations (-3 to attacks/checks). |
| Small Alchemic Fire Bomb | 200G | 65 ft. | 15 ft. | Deals 1d4 Burning + 1d4 Impact damage to all creatures within. |
| Acid Bomb | 500G | 65 ft. | Single Target | Deals 2d6 Acid damage. Critical hit vs. unarmored targets; deals double damage to armor (AP). |
| Alchemic Fire Bomb | 500G | 65 ft. | 20 ft. | Deals 1d6 Burning + 1d6 Impact damage to all creatures within. |
| Alchemic Flash Bang | 1,000G | 65 ft. | 20 ft. | Fortitude save or be Blinded and Deafened for 1d6 rotations. |
| Large Alchemic Fire Bomb | 1,500G | 65 ft. | 25 ft. | Deals 2d6 Burning + 2d6 Impact damage to all creatures within. |
| Alchemic Frost Bomb | 2,000G | 65 ft. | 20 ft. | Deals 1d6 Freezing + 1d6 Impact damage. Fortitude saves or receives 1 tick of Frostbite. |
| Alchemic Shrapnel Bomb | 2,500G | 65 ft. | 15 ft. | Deals 2d6 Piercing damage to all creatures within the area. |
| Alchemist's Explosive Decoy | 3,000G | 65 ft. | 15 ft. | Creates a stationary Illusion of a creature for 1 minute. |
| Alchemist's Gas Bomb | 4,000G | 65 ft. | 20 ft. | Fortitude save or gain the Poisoned (Powerful) condition. |
| Alchemic Shock Bomb | 5,000G | 65 ft. | 20 ft. | Deals 1d6 Shock + 1d6 Impact damage. Fortitude save or be Stunned for 2 rotations. |
| Greater Alchemic Shock Bomb | 7,500G | 65 ft. | 20 ft. | Deals 2d6 Shock + 2d6 Impact damage. Fortitude save or be Stunned for 2 rotations. |
Magical Trinkets
Magical trinkets are items imbued with Demayth energy, granting their wearers passive or activated abilities that can enhance their prowess in combat, exploration, or social interactions. These enchanted items come in various forms, from rings and necklaces to bracelets, earrings, and other adornments.
Equipped Trinket Limit (Attunement):
A Demigod can only safely manage the flow of magical energy from a limited number of trinkets at one time.
- Limit: You can have a number of equipped (attuned) trinkets equal to your Spellcasting Modifier (Focus). For example, if your SCM is +3, you can have up to 3 equipped trinkets.
- Consequences of Exceeding: Attempting to equip more trinkets than your limit allows overwhelms your body with conflicting magical energies. This immediately imposes the highest level of Exhaustion and can lead to death within an hour if the excess item is not removed.
Starting Trinkets:
At character creation, choose one trinket from each of the following three categories (for a total of three starting trinkets).
| Category | Trinket Name | Effect |
|---|---|---|
| Aggressive | Ring of Rage | Your unarmed strikes are empowered with raw force, dealing an additional +1D4 (per Demigod level) Impact damage. |
| Amulet of Fire | Your attacks burn with magical fire, dealing an additional +2 Burning damage on all successful attacks (from Battle or Demayth cards). | |
| Golden Rage | You embrace a reckless offense. You deal +2 Magic damage with all attacks, but you also suffer +2 Magic damage from all attacks that harm you. | |
| Death Jewel | Once per battle, as a free action, you can spend 1 Demayth Point to grant your next attack a +3 Attack Bonus. | |
| Defensive | Magic Ring of Shielding | As a Reaction when targeted by an attack, you can spend 1d4 Demayth Points to magically Evade* the attack, taking no damage or effects. |
| Amulet of Shielding | This amulet grants you 5 points of Magic Shield (MS). As a Quick Action (1 MAP), you can spend 1 Demayth Point to recharge the shield back to its maximum of 5 MS if it has been depleted. | |
| Mythic Protective Cord | This cord dampens magical energy but exposes you to physical harm. You take -2 damage from all Magic sources, but you take +2 damage from all Physical sources. | |
| Protective Bar | This heavy, enchanted bar grants you a +1 bonus to all saving throws (Fortitude, Reflex, and Will), but its bulk is distracting, reducing your maximum hand size by 2. | |
| Utility | Poor Fairy Ring | As a Quick Action (1 MAP) at the start of your turn, you may draw 1 card from your Demigod’s Deck. |
| Ruby Amulet | Your life force is constantly renewed. You regain 1 HP at the start of each of your turns during combat. | |
| Last Resort | Once per battle, if you have no cards in your hand at the start of your turn, you may Freely* draw up to 5 cards. | |
| Starlight Cuff | Once per turn, as a free action, you may discard up to 3 cards from your hand to draw that many new cards. |
General Magical Trinkets
The following trinkets can be found, purchased, or crafted during your adventures.
Attribute & Stat Bonus Trinkets:
| Trinket Name | Rarity | Price | Effect |
|---|---|---|---|
| Ring of Bull's Strength | Rare | 30,000G | Grants a +3 bonus to your Strength attribute while equipped. |
| Ring of Cat's Finesse | Rare | 30,000G | Grants a +3 bonus to your Dexterity attribute while equipped. |
| Ring of Tortoise's Shell | Rare | 30,000G | Grants a +3 bonus to your Constitution attribute while equipped. |
| Ring of Owl's Wit | Rare | 30,000G | Grants a +3 bonus to your Intelligence attribute while equipped. |
| Ring of Fox's Cunning | Rare | 30,000G | Grants a +3 bonus to your Wisdom attribute while equipped. |
| Ring of Swan's Grace | Rare | 30,000G | Grants a +3 bonus to your Charisma attribute while equipped. |
| Turtle Ring | Common | 7,500G | Increases maximum HP by 5 X Demigod Level. |
| Tortoise Shell Amulet | Uncommon | 15,000G | Increases maximum HP by 10 X Demigod Leve. |
| Archmage's Gold Ring | Legendary | 1,000,000G | Grants a +1 Focus bonus. Cannot stack with other Focus bonuses. |
| Amulet of Demayth | Uncommon | 7,500G | Increases maximum Demayth Points by 6, but reduces maximum HP by 6. |
Offensive Trinkets:
| Trinket Name | Rarity | Price | Effect |
|---|---|---|---|
| Ring of Rage | Common | 2,500G | Increases your Attack Bonus by 1. |
| Greater Ring of Rage | Uncommon | 5,000G | Increases your Attack Bonus by 2. |
| Amulet of Fury | Rare | 25,000G | Each time you deal damage, your Attack Bonus increases by 1 (max +5). Resets after battle. |
| Greater Amulet of Fury | Legendary | 50,000G | Each time you deal damage, your Attack Bonus increases by 1 (max +10). Resets after battle. |
| Ring of Death | Rare | 25,000G | Increases your Demayth/Battle card Damage bonus by 1. |
| Empowered Ring of Death | Legendary | 50,000G | Increases your Demayth/Battle card Damage bonus by 2. |
| Ring of Mages | Rare | 25,000G | Increases your Demayth Card Damage bonus by 1. |
| Greater Ring of Mages | Legendary | 50,000G | Increases your Demayth Card Damage bonus by 2. |
| Demigod Warrior's Bracelet | Legendary | 250,000G | Grants an Attack and Defense bonus equal to your Spellcasting Modifier. |
| Spellcaster's Wrath Bracelet | Legendary | 250,000G | Grants a Demayth Bonus equal to your Spellcasting Modifier. |
| Amulet of Shield Breaker | Rare | 75,000G | Dealing weapon damage reduces the target's DEF by 1 for that attack. |
| Masochist's Bangle | Rare | 50,000G | When you take damage, gain +1 to ATK, DEF, or Demayth Bonus (your choice) for 1 rotation (max +5 total). |
Elemental & Damage Type Trinkets: (Note: These rings add X*DY* point of their damage type to all successful Battle card attacks. X = Spellcasting Modifier, Y* = Demigod Level rounded down to the next die step. Greater = Adds an additional damage die per Demigod level.)*
| Trinket Name | Rarity | Price |
|---|---|---|
| Wind Blade Ring (Slashing) | Common | 5,000G |
| Greater Wind Blade Ring | Rare | 25,000G |
| Ice Hammer Ring (Impact) | Common | 5,000G |
| Greater Ice Hammer Ring | Rare | 25,000G |
| Lightning Spike Ring (Piercing) | Common | 5,000G |
| Greater Lightning Spike Ring | Rare | 25,000G |
| Ring of Embers (Burning) | Common | 5,000G |
| Greater Ring of Embers | Rare | 25,000G |
| Ring of Frost (Freezing) | Common | 5,000G |
| Greater Ring of Frost | Rare | 25,000G |
| Ring of Darkness (Shadow) | Common | 5,000G |
| Greater Ring of Darkness | Rare | 25,000G |
| Ring of Illumination (Radiant) | Common | 5,000G |
| Greater Ring of Illumination | Rare | 25,000G |
| Ring of Alchemic Burn (Acid) | Common | 5,000G |
| Greater Ring of Alchemic Burn | Rare | 25,000G |
Aura Trinkets: (These project a continuous damaging aura)
| Trinket Name | Rarity | Price | Effect |
|---|---|---|---|
| Toe Ring of Burning Aura | Common | 5,000G | Adjacent creatures take 1D6 Burning damage at the start of each rotation. |
| Toe Ring of Shocking Aura | Common | 5,000G | Adjacent creatures take 1D6 Shocking damage at the start of each rotation. |
| Toe Ring of Freezing Aura | Common | 5,000G | Adjacent creatures take 1D6 Freezing damage at the start of each rotation. |
| Ring of Necrotic Aura | Common | 5,000G | Adjacent creatures take 1D6 Necrotic damage at the start of each rotation. |
| Aura of Death Amulet | Rare | 50,000G | Adjacent creatures take 2 True Damage at the start of each rotation. |
Defensive & Restorative Trinkets:
| Trinket Name | Rarity | Price | Effect |
|---|---|---|---|
| Armorer's Ring | Rare | 75,000G | Increases the AP of all equipped armor pieces by 10. |
| Dwarven Smith Bracelet | Rare | 150,000G | Increases the AP of all equipped armor pieces by 20. |
| Wizard's Favor Ring | Rare | 95,000G | Increases the MS of all equipped armor by 5. |
| Archmage's Amulet | Legendary | 200,000G | Increases the MS of all equipped armor by 10. |
| Spellweaver's Ring | Common | 3,000G | Grants 25 points of Magic Shield. Can be recharged for 1 Demayth point. |
| Spellweaver's Amulet | Uncommon | 6,000G | Increases your Magic Shield by 50 points. Can be recharged for 1 Demayth point. |
| Shield Weaver Toe Ring | Uncommon | 15,000G | Gain 5 points of MS each time you damage an opponent. Resets after battle. |
| Greater Shield Weaver Anklet | Rare | 30,000G | Gain 10 points of MS each time you damage an opponent. Resets after battle. |
| Chain of Reinforcement | Uncommon | 75,000G | Increases the Defense bonus of your off-hand shield by 1 point. |
| Empowered Chain of Reinforcement | Rare | 150,000G | Increases the Defense bonus of your off-hand shield by 2 points. |
| Ruby Ring | Common | 5,000G | Regenerate 2 HP at the start of each rotation (max 20 per day). |
| Ruby Amulet | Uncommon | 25,000G | Regenerate 5 HP at the start of each rotation (max 50 per day). |
| Lifesteal Ring | Rare | 25,000G | Recover 1D6 HP each time you deal damage to an enemy. |
| Ring of Greater Lifesteal | Legendary | 50,000G | Recover 2D6 HP each time you deal damage to an enemy. |
| Rogue's Last Resort | Legendary | 75,000G | Spend 2d6 DP as a Reaction when hit to become invulnerable for 6 seconds (1 rotation), except to divine damage. |
| Poor Ring of Living Armor | Uncommon | 25,000G | Each piece of equipped armor gains +5 maximum AP. |
| Ring of Living Armor | Rare | 50,000G | Each piece of equipped armor gains +10 maximum AP. |
Utility & Skill Trinkets:
| Trinket Name | Rarity | Price | Effect |
|---|---|---|---|
| Fairy Charm Bracelet | Uncommon | 25,000G | Draw 1 card at the start of each combat rotation. |
| Amulet of Swiftness | Uncommon | 3,000G | Increases movement speed by a number of spaces equal to your SCM. |
| Ring of Haste | Rare | 30,000G | Grants +1 to Initiative. Cannot stack with other initiative bonuses. |
| Amulet of Alteration | Rare | 75,000G | Grants +1d4 bonus to Spellcraft checks involving Alteration magic. (Cannot equip other Spellcraft-enhancing items for this school). |
| (...and similar Amulets for all other 11 schools of magic) | Rare | 75,000G | (Grants +1d4 bonus to Spellcraft checks for its specific school). |
Carried Items (Starting Kits)
Every adventurer needs a reliable set of gear to survive the perils of the Demayth universe. To begin your journey, choose one of the following curated kits of carried items, tailored to different professions and playstyles. Remember, all of these items contribute to your Weight Point (WP) total and must fit within your carrying capacity.
- Adventurer's Kit (10 WP): Small knife and cutting board, Mess box (spoon, fork, knife, waterskin, 5 days of rations), Tinderbox (2 flint, 5 starter charcoal), 3 candles with stand, 10 feet of string, 50 feet of hemp rope, Tarp tent with 4 stakes, Torch with 5 burning wraps.
- Alchemist's Kit (8 WP): Novice glass beaker (8 oz capacity), 3 empty potion bottles (2 oz capacity each), Metal beaker stand, Mortar and pestle, Glass stirring rod, Ingredient pouch (6 compartments, 5 lb capacity), 3 candles with stand, Alchemist journal, quill, and sealed inkwell.
- Artificer's Kit (6 WP): Magical scribe's pen, Portable magecraft table (1 ft tall, 3x3 ft), 3 candles with 2 stands, Wooden ritual cup and knife, Artificer journal, quill, and sealed inkwell, Jewel crafting box with tools.
- Blacksmith's Kit (8 WP): Smithing hammer, Portable anvil (15 lbs, counts as 3 WP), Jar of salt (flux, 10 uses), Metal-tipped bellows, Leather apron and gloves (heat resistant), Blacksmith tongs (set of 3).
- Burglar's Kit (8 WP): 1,000 ball bearings, 10 feet of string with bell, 5 candles, Crowbar with hammer side, 10 pitons, Hooded lantern with 2 flasks of oil, 5 days of rations and a waterskin, 50 feet of rope.
- Diplomat's Kit (6 WP): Sealing wax (5 uses) with official seal, 5 scroll papers, personal journal, quill, and sealed inkwell, Hooded lantern with 3 flasks of oil, Soap, vial of perfume (10 uses each), 3 flasks of clean water, Set of fine clothes, Book of history.
- Dungeoneer's Kit (8 WP): Crowbar and hammer, 5 scrolls for map making, quill, and sealed inkwell, 10 pitons, Torch with 5 burning wraps, Tinderbox (2 flint, 5 starter charcoal), 5 days of rations and a waterskin, 50 feet of rope.
- Performer's Kit (6 WP): Costume box with 6 interchangeable outfits, Mess box (spoon, fork, knife, waterskin, 5 days of rations), Tinderbox (2 flint, 5 starter charcoal), 3 candles with stand, Background sheet design, 50 feet of hemp rope, Tarp tent with 4 stakes.
- Healer's Kit (5 WP): Herbalist's Pouch (contains various common healing herbs and bandages), Medicinal Salve (small jar for minor wounds and burns), Poultice Kit (ingredients/tools for poultices), Splint Kit (wooden splints and bandages), Antiseptic Wash (flask of herbal solution), Small Sewing Kit (needles, thread, scissors), Diagnosis Guide (small book with treatment recommendations).
- Scholar's Kit (6 WP): Writing Kit (Quill, ink, parchment, small inkwell), Research Journal (leather-bound), Magnifying Glass, Cipher Wheel (for decoding messages), Translation Guide (book with common phrases), Reference Texts (collection of small books on various subjects).
- Survivalist's Kit (10 WP): Firestarter Kit (Flint and steel, tinderbox), Water Purification Tablets (small vial), Snare Kit (Wire, cord, instructions), Fishing Tackle (Line, hooks, bait), Foraging Guide (book detailing edible/poisonous plants), Compass and Map, Small hand-axe, 50 feet of rope, Bedroll, Mess Kit.
- Poisoner's Kit (5 WP): Poisoner's Pouch (vials and containers for poisons), Poisoner's Tools (syringes, needles, applicators), Poisoner's Journal (recipes for common poisons), Disguise Kit (makeup, wigs, etc.), Antitoxin (single-use potion).
(Note: These are just examples, and you can customize your kit or create your own with the guidance of your Battle Master.)
Custom & Legacy Items
While this compendium lists many of the common items found throughout the realms, some of the most memorable and meaningful items your Demigod will ever possess are the ones tied directly to their personal story. Legacy Items are artifacts imbued with the history and power of your character's lineage, while Custom Items are those you design yourself in collaboration with your Battle Master.
The Nature of Legacy Items:
Legacy items are typically designed by you, the player, to reflect your character's unique backstory. They can be anything from an enchanted weapon passed down through generations, a mysterious artifact found in their youth, or even a seemingly mundane object that holds deep personal significance and hidden power. These items are what make your character truly unique, connecting their mechanics to their narrative.
Balance and Battle Master Collaboration:
Creating a custom or legacy item is an exciting opportunity, but it is a collaborative process. The Battle Master will carefully review and balance the effects of any custom item to ensure fair gameplay and to prevent any single character from becoming overpowered. Be prepared to work with your BM to create an item that is both powerful and narratively compelling without disrupting the game.
Examples of Legacy Items:
- Azara's Druid Bag of Seeds (Rare): A seemingly ordinary bag that contains an endless supply of seeds. When planted by a character with knowledge of nature, each type of seed can grow into a unique magical plant with different druidic effects.
- Slagpin Stryker's God Slayer Sword (Legendary): A powerful weapon forged by the legendary Demigod Akaryos Slagpin Stryker himself. It grants immense power against divine or unholy beings but may inflict harm on those who wield it if they are not of a certain conviction or bloodline.
- The Okand Home Symbol (Rare): A heavy necklace forged from Titan's Steel, bearing the primary symbol of a specific Okand clan. It serves as a key, allowing the wearer to perceive the hidden path to the secret realm of Okyria.
Additional Legacy Item Ideas:
- Amulet of the Stormcaller: A pendant that allows the wearer to influence the weather, summoning minor storms or calming turbulent skies.
- Ring of the Shadow Walker: A ring that grants the wearer the ability to step into one shadow and emerge from another nearby.
- The Everburning Lantern: A lantern whose flame never dies and emits a calming light that can soothe weary minds and ward off lesser dark spirits.
- Tome of the Ancient One: A book containing forbidden knowledge that whispers secrets to its reader, potentially granting insight at the cost of their sanity.
- The Cursed Compass: A compass that never points north, but instead always points towards the nearest source of significant danger, leading its owner on a perilous but potentially rewarding path.
General Goods & Equipment
Beyond the starting kits, adventurers can purchase a wide variety of individual items. Prices listed are averages found in stable realms and are subject to change based on location and availability.
| Item | Price | Weight (WP) | Description |
|---|---|---|---|
| Abacus | 2G | 1 | A tool used for calculations. |
| Backpack | 2G - 10G | 1 | A standard bag for carrying gear. |
| Ball Bearings (pouch of 1,000) | 1G | 1 | Small metal balls for creating slick or noisy surfaces. |
| Barrel | 2G | 5 | A large wooden container for liquids or goods. |
| Basket | 50C - 5G | 1 | A simple woven container. |
| Bedroll | 5G - 10G | 1 | Bedding for sleeping comfortably outdoors. |
| Blanket, Simple | 50C | 1 | A simple wool or cloth blanket. |
| Bottle, Glass | 2G | 1 | A bottle with a cork for liquids. |
| Bucket | 5C | 1 | A simple bucket for hauling water or other materials. |
| Candle | 1C | (Negligible) | A simple tallow candle that burns for 1 hour. |
| Chest (Small, Wooden) | 5G | 2 | Holds up to 6 WP of items. Comes with a simple lock. |
| Chest (Large, Wooden) | 10G | 5 | Holds up to 12 WP of items. Comes with a simple lock. |
| Clothes, Common | 50C | 1 | A standard set of clothes (tunic, trousers/skirt) in a local style. |
| Clothes, Costume | 5G | 1 | A set of clothes for performances or disguise. |
| Clothes, Fine/Dress | 15G | 1 | Well-made clothing for formal occasions. |
| Clothes, Weather (Cold/Hot) | 10G | 1 | Insulated or breathable clothing for extreme temperatures. |
| Comb / Brush | 1C - 2C | (Negligible) | For personal grooming. |
| Compass & Map Case | 25G | 1 | Basic navigational tools. |
| Crampons (pair) | 2G | 1 | Gear for traversing ice, provides better grip. |
| Crowbar | 2G | 1 | A heavy iron bar for prying and leverage. |
| Dice Set / Playing Cards | 1C - 5C | (Negligible) | For games of chance or entertainment. |
| Fishing Tackle | 15G | 1 | A fishing line, hooks, and basic bait. |
| Flask / Tankard (empty) | 2C | 1 | A container for beverages. |
| Flint & Steel | 1G | 1 | For starting fires. |
| Hammer, Simple | 1G | 1 | A simple hammer for driving pitons, nails, etc. |
| Healer's Supplies (Basic) | 2C - 1G | 1 | A small pouch with clean bandages and simple poultices. |
| Ink (1 oz. bottle) | 10G | (Negligible) | Black ink for writing. |
| Ink Quill | 2C | (Negligible) | A simple feather pen for writing. |
| Jug / Pitcher | 2C | 1 | A clay container for serving water or wine. |
| Ladder (10-foot) | 10C | 4 | A simple wooden ladder. |
| Lamp, Oil | 50C | 1 | Burns for 6 hours on 1 pint of oil, shines up to 30ft. |
| Lantern, Hooded | 5G | 1 | Burns for 6 hours on 1 pint of oil, adjustable light. |
| Lock (Simple, DC 14) | 10G | 1 | A simple lock with 2 keys. |
| Lock (Advanced, DC 16) | 25G | 1 | A more complex lock with 2 keys. |
| Lock (Master, DC 18) | 50G | 1 | A master-crafted lock with 2 keys. |
| Magnifying Glass | 100G | 1 | Aids in examining small details (Investigation checks). |
| Merchant's Scale | 5G | 1 | A device for accurately measuring weight. |
| Mirror, Steel | 5G | (Negligible) | A small, polished steel mirror for seeing around corners. |
| Oil (1-pint flask) | 10C | 1 | Fuel for lamps and lanterns. |
| Paper (one sheet) | 20C | (Negligible) | A single sheet of simple paper. |
| Parchment (one sheet) | 10C | (Negligible) | A single sheet of more durable animal-skin parchment. |
| Pickaxe, Miner's | 2G | 2 | A heavy pickaxe for harvesting common materials. |
| Pitons (x10) | 50C | 1 | Metal spikes used as handholds in climbing. |
| Pot, Iron Cooking | 2G | 1 | A standard pot for cooking over a fire. |
| Pouch, Leather | 50C - 2G | (Negligible) | A small pouch for carrying coins or components on a belt. |
| Rations (1 day) | 50C - 1G | 1 | Dried meat, hard bread, and other preserved food. |
| Rope, Hemp (50 feet) | 1G | 2 | A standard length of sturdy hemp rope. |
| Rope, Silk (50 feet) | 10G | 1 | A lighter, stronger, and more expensive rope. |
| Sack, Cloth | 5C | (Negligible) | A simple cloth bag that holds up to 5 WP. |
| Shovel | 2G | 1 | A simple digging tool. |
| Signet Ring | 5G | (Negligible) | A ring with a carved design used for making wax seals. |
| Snowshoes | 2G | 1 | Gear for traversing deep snow without sinking. |
| Soap (bar) | 2C | (Negligible) | A simple bar of soap for bathing. |
| String (10 feet) | 1C | (Negligible) | A short length of basic string. |
| Tent (2-person) | 2G | 3 | Simple canvas tent providing shelter for two people. |
| Torch | 2C | 1 | A simple torch that burns for 1 hour. |
| Vial, Glass (empty) | 1G | (Negligible) | A small container with a cork for holding liquids. |
| Waterskin (full) | 2G - 5G | 1 | A leather bag used to carry water. |
Tool Kits
Proficiency in a skill is essential, but having the right tools for the job is just as important. The following kits contain the necessary supplies for a Demigod to practice various professions and skills.
| Kit Name | Contents | Price | Weight (WP) |
|---|---|---|---|
| Carpenter's Kit | Saw, Hammer, Nails, Hatchet, Design Square, Adze, Plane, Chisel | 8G | 5 |
| Cobbler's Kit | Hammer, Awl, Knife, Shoe Stand, Cutter, Spare Leather, Thread | 5G | 4 |
| Cook's Kit | Metal Pot, Knives, Forks, Stirring Spoon, Ladle | 1G | 2 |
| Disguise Kit | Cosmetics, hair dye, small props, and a set of common clothes. | 25G | 1 |
| Forgery Kit | Inks, parchments, quills, seals, waxes, and tools for replication. | 15G | 1 |
| Glassblower's Kit | Blowpipe, Marvel, Blocks, Metal Tweezers | 30G | 4 |
| Healer's Kit (20 uses) | Specialized kit for treating various wounds and ailments. | 20G | 3 |
| Leatherworker's Kit | Knife, Mallet, Edger, Hole Punch, Thread, Leather Scraps | 5G | 3 |
| Mason's Kit | Brushes, Trowel, Hammer, Chisel, Design Square | 10G | 5 |
| Poisoner's Kit | Vials, mortar & pestle, chemicals, and a stirring rod. | 50G | 2 |
| Potter's Kit | Potter's Needles, Ribs, Scrapers, Knife, Calipers | 10G | 3 |
| Smith's Tools | Hammer, Tongs, Charcoal, Rags, Whetstone | 20G | 4 |
| Thieves' Tools | Lock picks, small mirror, scissors, and pliers. | 25G | 1 |
| Weaver's Kit | Thread, Needles, Cloth Scraps | 1G | 1 |
| Woodcarver's Kit | Knife, Chisel Kit, Gouge, Small Saw | 5G | 3 |
Specialized Medical Kits
These advanced kits have 5 uses each and are designed for specific medical emergencies.
| Kit Name | Effect | Price | Weight (WP) |
|---|---|---|---|
| Poison Kit | Allows you to create an antidote if you have a sample of the poison. | 20G | 2 |
| Disease Kit | Aids in curing or easing the effects of diseases. | 20G | 2 |
| Revival Kit | Revives a dying creature (at 0 HP) to 1 HP without a Heal check. | 20G | 2 |
| Healing Kit | Can be used to restore 1d4 + user's SCM HP on simple wounds. | 20G | 2 |
Vehicles
For traversing the vast oceans, great lakes, and wide rivers of the realms, a sturdy vessel is required. This section details common boats and ships that can be purchased, commissioned, or captured by adventurers.
Boats and Ships
| Vessel Name | Size (Approx.) | Durability (DP) | Speed (Travel / Battle) | Capacity (Crew / Passengers) | Cargo (WP) | Price |
|---|---|---|---|---|---|---|
| Rowboat | Large (10' x 5') | 50 DP | 1 Mph / 1d4 spaces | 2 / 2 | 100 WP | 50G |
| Keelboat | Colossal (60' x 20') | 100 DP | 3 Mph / 1d8 spaces | 3 / 4 | 220 WP | 3,000G |
| Longship | Colossal (70' x 20') | 300 DP | 5 Mph / 2d6 spaces | 40 / 100 | 4,400 WP | 10,000G |
| Sailing Ship | Colossal (70' x 20') | 300 DP | 5 Mph / 2d6 spaces | 30 / 20 | 4,400 WP | 10,000G |
| Warship | Colossal (100' x 20') | 500 DP | 4 Mph / 2d4 spaces | 40 / 60 | 88,000 WP | 25,000G |
| Galley | Colossal (150' x 20') | 500 DP | 4 Mph / 2d4 spaces | 80 / 40 | 100,000 WP | 30,000G |
(Note: Each ship has unique features, layouts, and crew requirements. The Battle Master has detailed information on specific vessel types.)
Siege Weapons
Siege weapons are large-scale armaments designed to demolish fortifications and destroy enemy formations from a distance. They are typically mounted on warships or used in land-based sieges.
| Weapon | Attack Bonus | Damage | Range (LOS) | Ammunition | Base Price |
|---|---|---|---|---|---|
| Ballista | +6 | 3d10 Piercing | 480 ft | Ballista Arrows | 150G |
| Mangonel | +5 | 5d10 Impact | 800 ft | Boulders, etc. | 2,000G |
| Small Cannon | +2 | 2d10 Impact | 600 ft | Small Cannonballs | 2,500G |
| Cannon | +6 | 8d10 Impact | 2,400 ft | Cannonballs | 5,000G |
| Naval Ram | N/A | 4d10 Piercing | Melee (ship) | Ship itself | 1,500G |
Ammunition for Siege Weapons & Cannons:
| Ammunition | Price |
|---|---|
| Powder Keg (10 Uses) | 250G |
| Small Cannonball | 2G |
| Cannonball | 5G |
Modern & Futuristic Ground Vehicles
Found primarily in technologically advanced societies like the Third Gaia, these vehicles offer speed and power far beyond traditional transport. They are typically purchased with Credits. Weapon systems are often modular and can be upgraded.
| Vehicle Name | Size | DP / AP | Speed (Travel / Battle) | Capacity | Standard Armament | Price (Credits) |
|---|---|---|---|---|---|---|
| "Nomad" Motorcycle | Large | 75 / 5 | 100 Mph / 2d20 spaces | 1-2 | Optional Pintle-mounted Machine Gun | 15,000 Cr |
| "Enforcer" Armored Car | Large | 150 / 20 | 80 Mph / 2d12 spaces | 2-6 | Roof-mounted Medium Machine Gun Turret | 75,000 Cr |
| "Rhino" APC | Massive | 400 / 40 | 60 Mph / 2d8 spaces | 2-12 | 30mm Autocannon Turret | 250,000 Cr |
Aerospace Vehicles (Spaceships)
For travel between planets and across the Void, starships are the ultimate form of transportation and warfare. They are incredibly expensive and require specialized skills.
| Ship Class / Example Name | Size | DP / AP / MS | Speed (Travel / Battle) | Capacity | Standard Armament | Price (Credits) |
|---|---|---|---|---|---|---|
| Starfighter ("Fury Interceptor") | Large | 100 / 15 / 50 | Very Fast / 3d20 spaces | 1 Pilot | 2x Forward-facing Light Laser Cannons | 450,000 Cr |
| Freighter ("Hauler-class") | Giant | 800 / 30 / 200 | Slow / 2d6 spaces | 4-8 Crew | 2x Twin Point-Defense Laser Turrets | 2,000,000 Cr |
| Corvette ("Dragonwrath Patrol") | Colossal | 1500 / 50 / 400 | Fast / 2d10 spaces | 15-20 Crew | 4x Medium Laser Cannon Turrets, 1x Proton Torpedo Launcher | 12,000,000 Cr |
| Mothership ("The Ark") | Titan+ | 10,000+ / 200+ / 1000+ | Very Slow / 2d4 spaces | 500+ | Varies: Heavy Laser Batteries, Missile Bays, etc. | (Priceless) |
(Note: All futuristic vehicles come equipped with life support and basic sensors. Weapon systems, FTL drives, and other upgrades are purchased and installed separately and add significantly to the cost.)
Mechs (Exo-Suits & Piloted Walkers)
Mechs represent the pinnacle of personal combat vehicle technology in many advanced realms. These bipedal or multi-legged walkers are controlled by a single pilot, combining immense firepower and resilience with greater tactical flexibility than a standard tank or APC. Piloting a mech effectively requires specialized training and the Craft: Engineering (Mechs) or a similar skill.
| Mech Class / Example Name | Size | Durability (DP) / AP / MS | Speed (Battle) | Capacity | Standard Armament | Price (Certz) |
|---|---|---|---|---|---|---|
| Scout Mech ("Strider" Model) | Large | 200 DP / 25 AP / 75 MS | 2d12 spaces | 1 Pilot | 1x Medium Machine Gun Turret, 1x Light Laser Cannon | 800,000 Cz |
| Combat Mech ("Vanguard" Model) | Massive | 500 DP / 50 AP / 150 MS | 2d8 spaces | 1 Pilot | 1x 30mm Autocannon, 1x Proton Torpedo Launcher (2 shots) | 3,500,000 Cz |
| Siege Mech ("Juggernaut" Model) | Giant | 900 DP / 80 AP / 100 MS | 2d6 spaces | 1 Pilot | 2x Medium Laser Cannon Turrets, 1x Siege Mortar (AoE) | 15,000,000 Cz |
(Note: Mech weapon systems are often modular and can be swapped or upgraded. The prices listed are for base models. Advanced systems like FTL drives for space-capable mechs or advanced magical integration would be exceptionally rare and expensive.)
Vehicle Weapon Systems
The following table details the statistics for common vehicle-mounted weapons. These attacks are typically made by a dedicated gunner using their action. The Attack Bonus is inherent to the weapon system's targeting computer.
| Weapon System | Type | ATK Bonus | Damage | Range (Spaces) | Properties |
|---|---|---|---|---|---|
| Pintle-mounted Machine Gun | Projectile | +4 | 3d8 Piercing | 200 | Can attack multiple targets in a cone. |
| Medium Machine Gun Turret | Projectile | +6 | 4d10 Piercing | 300 | Can attack multiple targets in a cone. |
| 30mm Autocannon | Explosive | +7 | 5d10 Impact | 400 | Armor Piercing: Ignores 10 points of Armor Points (AP) on a successful hit. |
| Light Laser Cannon | Energy | +8 | 4d8 Burning | 500 | |
| Medium Laser Cannon Turret | Energy | +10 | 6d10 Burning | 800 | |
| Point-Defense Laser Turret | Energy | +12 | 2d6 Burning | 200 | Reaction: Can be used as a Reaction to fire at incoming explosives or missiles, destroying them on a successful hit. |
| Proton Torpedo Launcher | Explosive | +12 | 10d12 Impact | 1000 | Shield-Bypassing: Ignores Magic Shields (MS). Limited ammunition (e.g., 4 torpedoes). |
Military and Siege Weapons
Designed for warfare on a grand scale, these weapons are used to shatter fortress walls, bombard enemy formations, and defend entire starships. They are rarely owned by individuals, typically being deployed by armies, powerful guilds, or as fixed emplacements on vehicles and fortifications.
Traditional & Early Siege Weapons These weapons are common in feudal or low-technology realms and are often mounted on warships or used in castle sieges.
| Weapon | Type | ATK Bonus | Damage | Range (LOS) | Crew | Price (Geni) |
|---|---|---|---|---|---|---|
| Ballista | Projectile | +6 | 3d10 Piercing | 480 ft | 3 | 1,000G |
| Mangonel/Catapult | Projectile | +5 | 5d10 Impact | 800 ft | 4 | 2,000G |
| Small Cannon | Explosive | +2 | 2d10 Impact | 600 ft | 2 | 2,500G |
| Cannon | Explosive | +6 | 8d10 Impact | 2,400 ft | 4 | 5,000G |
| Naval Ram | Melee | N/A | 4d10 Piercing | Melee (Ship) | N/A | 1,500G |
Modern & Futuristic Heavy Weapons Found on advanced worlds or mounted on starships, these weapon systems represent a significant leap in destructive capability. They are priced in Credits.
| Weapon System | Type | ATK Bonus | Damage | Range (Spaces) | Special Properties | Price (Credits) |
|---|---|---|---|---|---|---|
| (Siege) Heavy Mortar | Explosive | +5 | 6d8 Impact (AoE) | 1500 (Indirect) | Can fire over obstacles. Attacks target a space, not a creature. | 80,000 Cr |
| Howitzer Cannon | Explosive | +8 | 8d12 Impact (Large AoE) | 3000 (Indirect) | Can fire over obstacles. Huge area of effect. | 200,000 Cr |
| "Gauss" Railgun Turret | Projectile | +14 | 10d12 Piercing | 2000 | Armor Piercing: Ignores half of the target's Armor Points (AP). | 1,500,000 Cr |
| Plasma Cannon | Energy | +12 | 8d10 Burning | 1200 | Meltdown: On a hit, target's AP is reduced by 1d6 for the rest of the battle. | 2,200,000 Cr |
| Ion Cannon | Energy | +10 | 2d10 Shock | 1000 | Shieldbane: Deals triple damage to Magic Shields (MS). Can disable vehicles/mechs on a critical hit. | 3,000,000 Cr |