Objects
Objects occupy space like Subjects but are not alive and have to be considered differently. Objects have Materials where Subjects have Anatomies, an object is defined by its most prominent material. Materials come in HD which determine the object’s size category and occupied space, adding to or subtracting from its AC and [Stealth], and adjusting the Ability Scores.
Material HD refers to the size of a single object, it represents a small range of mass and it affects the price of items directly by determining the material cost. It also determines an object’s HP should it ever take damage. Add the number of Material HD to the Material’s base Strength Score and subtract it from the Material’s base Dexterity Score. After this, adjust the STR/DEX Scores based on the object’s size category. The final number determines that object’s Strength and Dexterity, which represent the structural integrity and tensile strength as well as the flexibility and weight balance of the object. An object’s Strength Modifier must equal or exceed its HD or the material won’t be strong enough to hold the object together if it moves. If an object’s Dexterity Score is 0 it is treated as too heavy/cumbersome to move. All Materials have a Hardness, which functions as DR/-. Physical Damage is always halved before applying Hardness, and Objects ignore Critical Hits. Properties affect rules interactions.
Table: Object Sizes and Adjustments
Material HD | Size Category | AC/Stealth Modifier | Occupied Space | STR Score | DEX Score |
< 1 | Fine | +8 | – | Base -12 | Base +12 |
1 | Diminutive | +4 | 1/256 | Base + HD -8 | Base – HD +8 |
1 – 2 | Tiny | +2 | 1/16 | Base + HD -4 | Base – HD +4 |
2 – 3 | Small | +1 | 1/4 | Base + HD -2 | Base – HD +2 |
3 – 5 | Medium (Lesser) | 0 | 1/2 | Base + HD | Base – HD |
6 – 12 | Medium (Greater) | 0 | 1 | Base + HD +2 | Base – HD -2 |
13 – 17 | Large | -1 | 4 (2 x 2) | Base + HD +4 | Base – HD -4 |
18 – 24 | Huge | -2 | 9 (3 x 3) | Base + HD +8 | Base – HD -8 |
25 – 33 | Gargantuan | -4 | 16 (4 X 4) | Base + HD +12 | Base – HD -12 |
34 – 44 | Colossal | -8 | 25 (5 x 5) | Base + HD +16 | Base – HD -16 |
45+ | Titanic | -20 | 36+ (6+ x 6+) | Base + HD +20 | Base – HD -20 |
The material value of any object is based on its HD. This number should be found with a calculator and then rounded to determine market prices for items. To create an item, a character must have any prerequisite [Expertise] or other applicable skill required, then a Skill Check must be rolled against a Crafting DC. Checks which succeed by 5 or more may create a Masterwork object, checks succeeding by 10 or more may create a Magical object. Checks that fail by 5 or less produce a Makeshift object, and checks that fail by 10 or more produce a Broken object. The Quality of an object determines its market value and adjusts any relevant D20 modifiers such objects may be associated with.
Objects that take sufficient damage reduce in quality depending on its HP, when an object is reduced to 50% or less of its current HP it drops one step in Quality. If an object reaches 0 HP, it is Broken regardless of its Quality.
Object Price Modifiers
Quality Modifiers | Broken | Makeshift | Standard | Masterwork | Magical |
D20 Modifier | -2 (Useless) | -1 | 0 | +1 | +2 |
Craft DC | -10 | -5 | 0 | +5 | +10 |
Market Value (Tools) | Material Cost | Material Cost +12.5% | Material Cost +25% | Standard Cost +200gp | Standard Cost +2,000gp |
Market Value (Armaments) | Material Cost | Material Cost +25% | Material Cost +50% | Standard Cost +300gp | Standard Cost +3,000gp |
Market Value (Jewelry) | Material Cost | Material Cost +50% | Material Cost +75% | Standard Cost +750gp | Standard Cost +5,000gp |
Market Value (Furnishings) | Material Cost | Material Cost +75% | Material Cost +100% | Standard Cost +1,000gp | Standard Cost +10,000gp |
Object Formulae
Material Cost = (Base Price) x (Material HD)3
Crafting DC = 10+ Hardness+ HD
Materials
Materials are organized into different Categories that define their origins and properties. Organics come from plants or Subjects, Minerals come from the earth, Metals are smelted and created with [Metallurgy], and Artificial Materials are created with varied methods. Materials have associated HD, Base Stats, and Properties that define how they interact with the world.
Properties
AdamantOnly apply damage from Materials with equal or greater Hardness BuoyantFloats in water ChameleonAble to change color, blending in with surroundings, +5 on visual [Stealth] checks Conductive-3 on AC and Saves against Electricity targeting the object or wearer/carrier of such objects ConstructionMaterial is used to build infrastructure for civilization CorrodibleDouble Chemical damage taken, if covered take 1d4 Ability Damage (STR and DEX) possibly breaking the object, Dissolves or becomes Rust if Broken by Chemical Damage EdibleCan be consumed as food by living creatures FlammableDouble damage taken from Heat, if ignited take 1d4 Heat damage 1/round until the flames are extinguished, becomes Ash if Broken by Heat FragileRegardless of Quality, the object is Broken when reduced to 50% of its current HP FragrantExudes an aura of fresh or pleasant scent FertileAble to grow Plants, some materials are added to SOIL as SEEDs or their Fertilizers FluidNon-solid, semi-solid, or granular Material requiring a container to transport LightweightOnly count half the Material HD (round down) towards Carrying Capacity or ACP LivingMaterial has a Constitution Score numbering 10+ HD, gaining HP and the ability to suffer some effects which require Fortitude saves, double damage taken from Cold | LustrousReflects light, causing the Material to shine or glow gently LuminousLight emits from the Material, ensuring it is always visible even in Darkness, may emulate a torch Magic AffinityIncrease CL checks associated with Animated, wielded, or worn objects by +2, adjusting with the Quality Modifier Magic AversionMaterial disrupts and cancels Magic, worn items grant SR numbering 11+ HD, wielded items grant Dispel checks upon interacting with ongoing Magic effects, d20+ level+ HD, the Material is unaffected by Magic Magic ComponentUsed as a Material Component for Spellcasting or in the production of Magic Items PerishableIf Exposed to Cooling, Warming, or Hot Weather for 1 Shift (4 Hours) or longer, food spoils and must be purified or rot PlasticityEasily reshaped or molded into new forms PreciousMaterial has intrinsic value and can be used in place of money PurifyingApplying such Material to food negates the Perishable Property, helps with cleaning and Healing PutridThe Material exudes an aura of sickening odor, Subjects with a 10ft radius per size category must roll a Fortitude save, DC= 10+ Material’s Total HP, or be Nauseated within the area RadioactiveDangerous to be around, Subjects within a 10ft radius per size category take 1d4 Chemical Damage 1/Round and 1d4 random Ability Damage 1/Shift RottenPlant-Matter subject to rot becomes Compost, Animal-Matter becomes Carrion ToxicMaterial can be Poisonous and thus dangerous to touch or eat TransparentMaterial can be seen through, totally or partially |
Organic
Plant Matter (Agriculture/Survival) ✦WOOD✦ Construction, Flammable, Fragile, Living*, Rotten* ⦁ Hardwood (Deciduous) d6; STR 15; DEX 26; Hardness 7 Base Price 5sp Adamant, Buoyant ⦁ Softwood (Coniferous) d4; STR 15; DEX 26; Hardness 5 Base Price 1sp Buoyant, Fragrant ⦁ Ironwood d8; STR 18; DEX 26; Hardness 10 Base Price 10gp Adamant, Corrodible ⦁ Darkwood d6; STR 15; DEX 28; Hardness 5 Base Price 5gp Buoyant, Lightweight ✦VEGETATION✦ Buoyant, Flammable, Living, Rotten*, Toxic* ⦁ Foliage d6; STR 12; DEX 28; Hardness 0 Base Price varies Edible*, Lightweight ⦁ Stem d4; STR 14; DEX 26; Hardness 2 Base Price varies Adamant, Edible* ⦁ Flower d8; STR 12; DEX 30; Hardness 0 Base Price varies Fragrant, Lustrous*, Putrid* ⦁ Root d6; STR 15; DEX 20; Hardness 2 Base Price varies Adamant, Edible* ✦SEEDS✦ Edible*, Fertile, Living, Rotten*, Toxic* ⦁ Berries d4; STR 11; DEX 30; Hardness 0 Base Price varies Buoyant, Perishable ⦁ Fruits d6; STR 13; DEX 26; Hardness 1 Base Price varies Buoyant, Flammable, Perishable ⦁ Nuts d8; STR 10; DEX 20; Hardness 6 Base Price varies Adamant, Flammable, Fragile ⦁ Legumes d6; STR 10; DEX 20; Hardness 6 Base Price varies Adamant, Flammable ✦EXTRACT✦ Fluid, Flammable, Toxic* ⦁ Sap d6; STR 15; DEX 26; Hardness 0 Base Price varies Edible, Perishable, Transparent ⦁ Oil d4; STR 15; DEX 26; Hardness 0 Base Price 1sp Construction, Edible*, Luminous*, Transparent* ⦁ Latex d8; STR 18; DEX 26; Hardness 0 Base Price varies Construction, Lightweight, Plasticity ⦁ Resin d6; STR 15; DEX 28; Hardness 0 Base Price varies Construction, Plasticity ✦FUNGI✦ Buoyant, Fertile, Flammable, Living ⦁ Mushroom d6; STR 15; DEX 26; Hardness 8 Base Price varies Edible*, Lightweight, Luminous* ⦁ Mold d4; STR 15; DEX 30; Hardness 5 Base Price varies Fluid, Luminous*, Toxic ⦁ Yeast d8; STR 15; DEX 20; Hardness 10 Base Price varies Edible*, Fluid ⦁ Spore d6; STR 10; DEX 28; Hardness 5 Base Price varies Fluid, Lightweight, Luminous*, Toxic | Animal Matter (Catering/Survival) ✦FLESH✦ Buoyant, Living, Flammable, Fragile, Rotten* ⦁ Meat d6; STR 15; DEX 23; Hardness 0 Base Price 3sp Edible, Perishable, Precious* ⦁ Blood d4; STR 15; DEX 26; Hardness 5 Base Price varies Fluid, Magic Component, Perishable ⦁ Organs d8; STR 18; DEX 26; Hardness 0 Base Price varies Perishable, Putrid, Magic Component ⦁ Fat d8; STR 18; DEX 26; Hardness 0 Base Price varies Edible, Fluid*, Precious*, Putrid* ✦SKELETON✦ Adamant, Fragile ⦁ Bone d6; STR 16; DEX 21; Hardness 7 Base Price varies Living*, Rotten* ⦁ Cartilage d12; STR 15; DEX 26; Hardness 5 Base Price varies Buoyant, Plasticity ⦁ Ivory d8; STR 17; DEX 20; Hardness 8 Base Price varies Construction, Precious ⦁ Keratin d8; STR 15; DEX 23; Hardness 6 Base Price varies Lightweight ✦SHELL✦ Adamant, Fragile ⦁ Exuviae d4; STR 14; DEX 30; Hardness 6 Base Price varies ⦁ Seashell d6; STR 15; DEX 28; Hardness 8 Base Price varies ⦁ Test d8; STR 15; DEX 28; Hardness 8 Base Price varies ⦁ Coral d8; STR 15; DEX 23; Hardness 7 Base Price varies ✦HIDE✦ Buoyant, Flammable, Precious ⦁ Bareskin d4; STR 14; DEX 25; Hardness 2 Base Price 1gp ⦁ Feathery d4; STR 14; DEX 25; Hardness 2 Base Price 3.71sp ⦁ Furry d4; STR 14; DEX 25; Hardness 3 Base Price 5.56sp ⦁ Scaly d6; STR 14; DEX 25; Hardness 6 Base Price 8.34sp ✦BYPRODUCTS✦ Precious ⦁ Eggs d6; STR 15; DEX 26; Hardness 6 Base Price 4cp Adamant, Edible, Fragile, Living, Perishable ⦁ Milk d4; STR 15; DEX 26; Hardness 0 Base Price 2cp Edible, Fluid, Perishable ⦁ Honey d8; STR 18; DEX 26; Hardness 0 Base Price 5cp Edible, Fluid, Transparent ⦁ Wax d8; STR 18; DEX 26; Hardness 0 Base Price 1gp Construction, Fluid |
Mineral
Earth Matter (Masonry/Mining) ✦SOIL✦ Construction ⦁ Clay d8; STR 10; DEX 27; Hardness 5 Base Price 2cp Fluid, Plasticity ⦁ Loam d12; STR 15; DEX 26; Hardness 4 Base Price 5cp Fertile, Precious ⦁ Silt d8; STR 18; DEX 26; Hardness 10 Base Price 10gp Fertile, Fluid ⦁ Sand d6; STR 15; DEX 28; Hardness 12 Base Price 1cp Fluid, Lustrous ✦STONE✦ ⦁ Chalk d4; STR 15; DEX 26; Hardness 3 Base Price 1cp Fragile, Lightweight ⦁ Granite d8; STR 16; DEX 23; Hardness 12 Base Price 8.574sp Adamant, Construction ⦁ Pumice d8; STR 18; DEX 26; Hardness 12 Base Price 1cp Adamant, Purifying ⦁ Sandstone d6; STR 15; DEX 28; Hardness 12 Base Price 8.574cp Construction ✦SALT✦ Adamant, Magic Component, Precious, Purifying ⦁ Halite (Rock Salt) d6; STR 15; DEX 26; Hardness 6 Base Price 12.5gp Edible ⦁ Fluorite d4; STR 15; DEX 26; Hardness 10 Base Price 12.5gp Flammable ⦁ Sylvite d8; STR 18; DEX 26; Hardness 5 Base Price 12.5gp Fertile ⦁ Calcite (Limestone) d6; STR 15; DEX 28; Hardness 8 Base Price 1.25gp Construction, Corrodible ✦FUEL✦ Construction, Flammable ⦁ Sulfur (Brimstone) d6; STR 15; DEX 26; Hardness 8 Base Price 1cp Putrid ⦁ Flint d4; STR 15; DEX 26; Hardness 13 Base Price 1cp Fragile, Lustrous ⦁ Coal d8; STR 18; DEX 26; Hardness 10 Base Price 1cp Toxic ⦁ Shale (Rock Oil) d6; STR 15; DEX 28; Hardness 5 Base Price 1cp Fluid, Lustrous ✦GEM✦ Adamant, Lustrous, Precious, Transparent* ⦁ Quartz d8; STR 17; DEX 25; Hardness 13 Base Price 2.5gp Construction*, Magic Affinity, Magic Component ⦁ Beryl d4; STR 18; DEX 24; Hardness 15 Base Price 37.034gp Magic Affinity, Magic Component ⦁ Corundum d6; STR 19; DEX 26; Hardness 18 Base Price 185.185gp Magic Affinity, Magic Component ⦁ Diamond d4; STR 20; DEX 23; Hardness 20 Base Price 925.926gp Fragile, Magic Affinity, Magic Component
| Metallic Matter (Metallurgy/Mining) ✦ORE✦ Corrodible, Fluid* ⦁ Iron d8; STR 17; DEX 24; Hardness 10 Base Price 1gp Conductive, Construction, Lustrous* ⦁ Aluminum/Tin d8; STR 14; DEX 27; Hardness 6 Base Price 1sp Conductive, Construction, Plasticity , Lightweight, Lustrous* ⦁ Titanium d10; STR 17; DEX 26; Hardness 12 Base Price 10gp Conductive, Construction, Lustrous ⦁ Lead d12; STR 16; DEX 23; Hardness 4 Base Price 1cp Magic Aversion, Plasticity, Radioactive*, Toxic ✦PURE✦ Conductive, Fluid*, Magic Component, Precious ⦁ Copper d8; STR 11; DEX 27; Hardness 8 Base Price 1.25gp Construction, Lustrous* ⦁ Silver d8; STR 13; DEX 26; Hardness 6 Base Price 12.5gp Lustrous*, Plasticity, Purifying ⦁ Gold d8; STR 12; DEX 27; Hardness 6 Base Price 125gp Construction, Lustrous, Plasticity ⦁ Platinum d8; STR 13; DEX 25; Hardness 9 Base Price 1,250gp Lustrous, Magic Affinity ✦ALLOY✦ Conductive, Fluid* ⦁ Carbon Steel d10; STR 18; DEX 25; Hardness 11 Base Price 2gp Construction, Corrodible, Lustrous* ⦁ Brass/Bronze d8; STR 17; DEX 25; Hardness 8 Base Price 7.5sp Construction, Corrodible, Lustrous ⦁ Pewter d10; STR 15; DEX 27; Hardness 7 Base Price 1.25sp Construction, Corrodible, Plasticity, Lustrous* ⦁ Alloy Steel d12; STR 19; DEX 25; Hardness 13 Base Price 25gp Adamant, Construction, Lustrous*, Precious ✦RARE✦ Conductive, Fluid* ⦁ Adamantine d12; STR 20; DEX 25; Hardness 20 Base Price 37.616gp Adamant, Lustrous ⦁ Cold Iron d8; STR 18; DEX 24; Hardness 12 Base Price 100gp Corrodible, Luminous*, Lustrous*, Magic Aversion ⦁ Mythral d10; STR 18; DEX 27; Hardness 15 Base Price 17.493gp Lightweight, Lustrous, Purifying ⦁ Orichalcum d10; STR 17; DEX 28; Hardness 9 Base Price 100gp Luminous, Lustrous, Magic Affinity ✦PLANAR✦ Conductive, Fluid* ⦁ Celesteel d12; STR 20; DEX 28; Hardness 20 Base Price 176gp Adamant, Lightweight, Lustrous*, Precious ⦁ Chthonium d12; STR 18; DEX 30; Hardness 13 Base Price 176gp Lightweight, Lustrous*, Radioactive, Toxic ⦁ Elementium d8; STR 18; DEX 25; Hardness 4 Base Price 10gp Lightweight, Luminous, Lustrous, Magic Component, Precious ⦁ Uranium d12; STR 18; DEX 27; Hardness 12 Base Price 150gp Adamant, Lustrous, Magic Affinity, Radioactive |
Artificial
Fabric (Literacy/Schooling/Textile) ✦CLOTH✦ Buoyant, Flammable ⦁ Cotton d4; STR 13; DEX 28; Hardness 0 Base Price 5cp Lightweight ⦁ Linen d6; STR 14; DEX 28; Hardness 1 Base Price 5sp Adamant ⦁ Silk d6; STR 13; DEX 31; Hardness 0 Base Price 1.25gp Lightweight, Precious, Transparent* ⦁ Wool d4; STR 14; DEX 26; Hardness 1 Base Price 1sp Adamant ✦LEATHER✦ Buoyant, Flammable ⦁ Aniline d6; STR 15; DEX 27; Hardness 3 Base Price 1.112gp Adamant, Lustrous ⦁ Nappa d8; STR 14; DEX 28; Hardness 1 Base Price 1.112gp Lightweight, Lustrous ⦁ Nubuck d6; STR 14; DEX 27; Hardness 2 Base Price 8.34sp Adamant ⦁ Suede d4; STR 13; DEX 28; Hardness 1 Base Price 5.56sp Lightweight ✦FINE✦ Adamant, Buoyant, Precious ⦁ Diamondweave d4; STR 16; DEX 31; Hardness 20 Base Price 925.926gp Lightweight, Lustrous ⦁ Dragonhide d12; STR 17; DEX 28; Hardness 10 Base Price 4.448gp Adamant ⦁ Mistweave d8; STR 15; DEX 34; Hardness 0 Base Price 11.575gp Chameleon, Flammable, Lightweight ⦁ Sylvanweave d8; STR 15; DEX 30; Hardness 4 Base Price 10gp Flammable, Luminous*, Lustrous ✦STATIONERY✦ Buoyant, Flammable, Fragrant ⦁ Papyrus d6; STR 12; DEX 32; Hardness 2 Base Price 1sp Fragile ⦁ Parchment d4; STR 11; DEX 33; Hardness 1 Base Price 2sp Lightweight ⦁ Paper d4; STR 10; DEX 34; Hardness 1 Base Price 4sp Fragile, Lightweight, Precious* ⦁ Canvas d8; STR 15; DEX 32; Hardness 4 Base Price 1sp Construction | Universal (Alchemy) ✦CERAMIC✦ Chameleon*, Transparent* ⦁ Glass d4; STR 15; DEX 26; Hardness 13 Base Price 3cp Fragile ⦁ Brick d8; STR 15; DEX 26; Hardness 15 Base Price 4cp Construction ⦁ Terracotta d6; STR 18; DEX 26; Hardness 12 Base Price 2cp Fragile ⦁ Porcelain d4; STR 15; DEX 28; Hardness 18 Base Price 4cp Adamant, Fragile ✦PIGMENT✦ Chameleon*, Fluid, Magic Component, Precious, Transparent* ⦁ Ink d10; STR 14; DEX 31; Hardness 0 Base Price 8gp ⦁ Dye d8; STR 13; DEX 32; Hardness 0 Base Price 5gp ⦁ Paint d12; STR 14; DEX 26; Hardness 0 Base Price 9gp ⦁ Stain d12; STR 15; DEX 26; Hardness 0 Base Price 8sp ✦CULINARY✦ Edible ⦁ Baking d12; STR 14; DEX 26; Hardness 20 Base Price 2cp Perishable ⦁ Brewing d8; STR 15; DEX 26; Hardness 5 Base Price 4cp Fluid, Perishable* ⦁ Dairy d10; STR 18; DEX 26; Hardness 10 Base Price 1sp Fluid*, Perishable ⦁ Preserved d12; STR 18; DEX 26; Hardness 10 Base Price 5sp ✦HYGIENICS✦ Flammable ⦁ Soap d10; STR 11; DEX 33; Hardness 3 Base Price 5sp Buoyant, Fragrant*, Purifying ⦁ Fragrance d4; STR 11; DEX 26; Hardness 0 Base Price 15gp Fluid, Fragrant ⦁ Cosmetics d4; STR 12; DEX 26; Hardness 1 Base Price 1gp Chameleon*, Fluid*, Lightweight ⦁ Salve d6; STR 12; DEX 26; Hardness 0 Base Price 1gp Fluid, Purifying |
Tools
Tools are associated with skills and grant a +2 Item bonus on applicable Skill Checks, the Quality Bonus of the item adjusts this.
Footwear (Agility) 2HD (LEATHER)Improve movement, never counts against Carrying Capacity. Eyewear (Alertness) 1HD (GEM, Glass) | Book (Literacy) 2HD (15gp) |
Jewelry
Worn items usually as Status symbols, they are always 1-2HD and never count towards Carrying Capacity. Like Tools, they grant +2 Item bonus, but only when interacting with other Characters on [Deception, Investigation, or Negotiation] checks.
Amulet (Neck Slot)A charm for protection or good luck Badge (Neck or Waist Slot)A symbol of authority or membership Bracelets (Arms or Hands Slot)Worn on the wrist(s) Brooch (Arms, Neck, or Waist Slot)Clasps for worn items | Circlet/Crown (Head Slot) |
Furnishings
Furnishings make up occupied spaces, like buildings, homes, mines, and roads. They come in two varieties and usually exist simply to decorate or occupy space and thus rarely interact with skills. (Greater) Medium and larger Furnishings always occupy one 5ft cube, at 13 HD the object is Large and occupies 4 squares (8 cubes), at 18 HD it occupies 9 squares (27 cubes), at 25 HD it occupies 16 squares (64 cubes), and at 34 HD it occupies 25 squares (125 cubes). These cubes may be reorganized for objects that occupy space vertically like walls or pillars, but must be adjacent to each other and continuous.
Hard Furnishing 1+HD (CERAMIC, STONE, ORE, WOOD)Tables, chairs, beds, and any other furniture, as well as anvils, signs, statues, doors, fences, walls, etc. Sidling or passing through an object’s space is Difficult Terrain. | Soft Furnishing 2+HD (FABRIC) |
Armaments
Armaments are designed around Martial Action, Armor and Weapons. Physical damage from weapons comes in three base forms: Bludgeoning, Piercing, and Slashing (B, P, or S). These are descriptors which interpret the kind of impact a damaging hit deals as well as what kinds of damage can be reduced with certain types of Damage Resistance (DR). The Damage listed with DR is required to ignore the reduction. DR 5/B for example, would reduce any P or S damage by 5, (down to 0) but B damage is not reduced at all. Weapons might deal two forms: B&P, B&S, or P&S, ignoring DR if one matches.
DR can apply to either a specific Material or a Quality the Weapon must be. The Materials associated with bypassing DR are Diamond, Iron, and Silver (Adamantine is treated as Diamond, Cold Iron is treated as Iron, and Mythral is treated as Silver). DR associated with an Alignment, applies to either Good/Evil or Law/Chaos, for an attack to bypass this DR it must have [Aligned Attack] with the associated Alignment. DR against Magic requires that any weapon used must be Magical in Quality.
Subjects may have two separate types of Damage Resistance, meaning incoming attacks must meet one or both requirements in order to bypass DR (two Alignments cannot conflict; only one Material may be selected). Some Subjects combine these, requiring both Damage types. Three or more types of DR will be treated as DR/- instead, which reduces ALL physical damage.
Damage Dice are associated with Subject size, and weapons must be sized appropriately for the Subject using it without applying a -4 penalty per size category difference on Attack Rolls, Natural Weapons always scale with the size of the Subject, and are treated as Light weapons when determining which Damage Die to use. When calculating damage, the number rolled on the Damage Dice is added to the Ability Modifier(s) being applied to the damage, this total number is added together to determine the final amount of B, P, S, B&P, B&S, or P&S damage. Most weapons only roll a single Damage Die, but certain feats and circumstances (such as Critical Hits) increase the number of dice rolled. The damage total has to be found before applying DR. Other types of damage, such as Non-Lethal or Precision Damage, are always reduced by DR, regardless of what weapon(s) are used to deal that damage.
Armor
Armor grants an Armor Bonus to AC numbering the Material HD and Damage Resistance numbering half the Material HD (round down) of the armor, plus the Quality Modifier. For a Material to hold together structurally, its STR Modifier must equal or exceed the Material HD of the armor. Use the lower DEX of either the wearer or the armor when determining AC. Without [Powerful Build], Small characters cannot fit into (Greater) Medium Armor (>5 Material HD). Medium characters cannot fit into Large Armor (>12 Material HD). Instead of adjusting Carrying Capacity, incur the Armor Check Penalty (ACP), determined by subtracting the Material HD from the wearer’s STR Modifier. The ACP affects Skills based on STR, DEX, or CON; Attack Rolls made with Weapons or Spells; and Reflex Saves. Quality reduces ACP. Broken Armor provides half its Armor Bonus to AC. Broken Armor, and (Greater) Medium Armor which has an ACP gives the wearer the Encumbered Condition.
Armor Groups
✦GAMBESON✦ DR/Slashing ⦁ Gambeson (Leather/Padded Armor) can be constructed from any CLOTH, FINE, or LEATHER, typically Linen, created with [Textiles] and worn as Clothing. Anyone wearing it can ignore the ACP on Attacks, Reflex saves, and on [Endurance] checks, including sleeping in the armor, without [Armor Proficiency]. Gambeson never Encumbers the wearer. ✦BRIGANDINE✦ DR/Bludgeoning ⦁ Brigandine (Studded Leather/Splint Armor) is generally constructed from CLOTH or LEATHER reinforced with rivets of Metal or other hard Materials suitable for armor, requiring [Carpentry, Jewelry, or Metallurgy] to correctly shape and align the rivets under the Fabric. The rivets cost up to 2HD in raw Materials (1 per 3HD of Fabric) added after adjusting the price for Quality, they improve the STR Score of the Fabric Material used by 1, improving its effectiveness for Armor. | ✦MAIL✦ DR/Piercing ⦁ Mail (Chain/Scale Armor) is a mesh of Metallic chain or overlapping scales of Metal or LEATHER designed to fit the shape of any wearer’s body. Created with [Metallurgy] or [Textiles], reduce the Material STR Score by 1, but increase the Material DEX Score by 2. The ACP is doubled on [Stealth] unless the wearer has [Silent]. ✦PLATE✦ DR/- ⦁ Plate Armor is constructed of custom fit Metal plates shaped with [Metallurgy] to fit a specific character. Characters other than the intended wearer always treat the armor as Broken unless they have the same Physical Ability Modifiers (STR, DEX, and CON). Quartz and Ironwood are also suitable Materials for creating Plate, requiring [Jewelry] and [Carpentry] respectively. |
Armor Improvements
AquaticCOST: +25% Market Value | HelmetCOST: 2 HD paid separately |
Weapons
Manufactured Weapons come in three steps of complexity: Simple, Martial, and Exotic. Complexity determines Traits and Critical Range. Each Weapon Group (Blades, Flails, Hammers, Lances, Natural, Polearms, Projectile, and Shields) has a specialized function and traits if the wielder has the appropriate [Improved Weapon Proficiency] and/or [Martial WeaponProficiency] feats.
Weapon Complexity | Simple | Martial | Exotic |
Weapon Traits | One | Two | Three |
Critical Range | (20) +1 Damage Die | (19-20) +1 Damage Die | (18-20) +1 Damage Die |
Price Adjustment | Market Value +0% | Market Value +25% | Market Value +50% |
Weapon Groups
✦BLADES✦ (Slashing) On a successful Critical Hit inflict the Bleeding Condition ✦BOWS✦ (Ranged Piercing) +1 on Ranged Attack and Damage Rolls within 30ft, range 60ft, uses Ammunition | ✦FLAILS✦ (Bludgeoning) Threaten every square within Melee range ✦HAMMERS✦ (Bludgeoning) On a successful Critical Hit inflict the Fatigued Condition
| ✦LANCES✦ (Piercing) On a successful Charge add one extra Damage Die ✦NATURAL✦ (Any) Never improve proficiency, but can have any number of traits
| ✦POLEARMS✦ (Bludgeoning) +4 AC against Charges and +4 Reflex against Overruns ✦SHIELDS✦ (Bludgeoning) Gain a Shield Bonus to AC numbering Material HD, lost when attacking for the round |
Damage Dice by Character Size | Small | Medium | Large | Huge | Gargantuan | Colossal+ |
Light* (one-handed) | d3 (1HD) | d4 (1-2HD) | d6 (2-3HD) | 2d4 (3-4HD) | 2d6 (4-5HD) | 2d8 (5-6HD) |
Balanced (one-handed) | d4 (1-2HD) | d6 (2-3HD) | d8 (3-4HD) | 2d6 (4-5HD) | 2d8 (5-6HD) | 2d10 (6-7HD) |
Heavy (two-handed) | d6 (2-3HD) | d8 (3-4HD) | d10 (4-5HD) | 2d8 (5-6HD) | 2d10 (6-7HD) | 2d12 (7-8HD) |
*Use DEX, rather than STR on melee Attack Rolls
Weapon Traits
Ammunition (Blades, Bows, Lances) | Cursed (Any) | Keen (Blades, Flails, Lances, Polearms) | Thrown (Blades, Hammers, Lances, Shields) |
Alchemy
Alchemy produces Substances with Magical effects, requiring the [Alchemist] Skill Feat to produce. They come in three Grades: Simple, Complex, and Master. Rather than Quality, Alchemy has Purity: Diluted, Impure, Potent, Concentrated, or Pure. Alchemical Colour determines use: Nigredo (Black-Poisons), Albedo (White-Medicines), Citrinitas (Yellow-Transitions), and Rubedo (Red-Grenades). Most come in 8-oz vials. With a successful skill check, a substance can be diluted into two identical substances two steps lower in Purity, failure destroys/consumes the substance(s). The reverse process is also possible, concentrating two identical substances into one that is one step higher in Purity, no higher than Pure. Alchemy takes 1 Shift to produce or distill one Alchemical Substance.
Alchemical Grade | Simple | Complex | Master |
Alchemy DC | 15 | 20 | 25 |
Market Price | 20gp | 60gp | 100gp |
Alchemical Purity | Diluted | Impure | Potent | Concentrated | Pure |
DC Modifier | -2 (Useless) | -1 | 0 | +1 | +2 |
Price Modifier | -50% | -25% | 0 | +50% | +100% |
Nigredo (Onset Time) | No effect | d10 Billings | d4 Rounds | 1 Round | Instant |
Albedo (Dosage) | No effect | Decrease Dice size one step | No Change | Increase Dice size one step | Increase Dice size two steps |
Citrinitas (Duration) | No effect | 10 Rounds (1 Minute) | 10 Billings (1 Hour) | 4 Hours (1 Shift) | 6 Shifts (1 Day) |
Rubedo (Target or Area) | No effect | Reduce radius by 5ft; (single target if 0) | No Change | Increase radius by 5ft | Increase radius by 10ft |
Alchemical Colours
✦NIGREDO✦ (Poisons) AfflictionInflict a Condition(s) based on Complexity, Fortitude negates. Simple: Bleeding, Dehydrated, Encumbered, Fatigued, Friendly, Hostile, Nauseated, Soaked, Surprised, Writhing Complex: Blind, Confused, Deaf, Frightened, Stunned, Unconscious, (any two Simple Conditions) Master: Crippled, Dying, Starving, Suffocating, (any two Complex Conditions) Pain | ✦ALBEDO✦ (Medicines) Antitoxin | ✦CITRINITAS✦ (Transitions) ElixirGain one feat based on Complexity. Simple: Ability Focus, Acrobat, Analytical, Awareness, Behemoth, Bodybuilder, Breath Weapon, Conditioning, Damage Resistance, Energy Resistance, Endure Elements, Fast Movement, Great Fortitude, Improved Maneuverability, Intuition, Iron Will, Keen Senses, Kip-Up, Lightning Reflexes, Magical Beast, Plyometrics, Pygmy, Sickening Aura Complex: Aqualung, Aquatic, Balance, Brachiation, Bravery, Breath Weapon II, Burrowing Carapace, Catfall, Conclusive Search, Damage Resistance II, Darkvision, Detective, Diehard, Energy Resistance II, Evasion, Hardy, Natural Armor, Parkour, Powerful Build, Repression, Scout, Spider Climb, Tireless, Toughness, Venom Immunity Master: Blacklight, Blindsight, Breath Weapon III, Damage Resistance III, Daylight, Energy Resistance III, Heraldic Blessing, Invisibility, Ki, Sixth Sense, Spell Resistance, Supernatural Flight, Supernatural Sustenance, Vigor | ✦RUBEDO✦ (Grenades, 20ft) Alchemist's Bomb |
Magic Items
Magic Items are specialized Objects enhanced to perform additional functions beyond the normal benefits of a Magical Quality Object. All Magic Items must be crafted from Magical Quality Objects, sufficient damage may reduce the Item Quality, should it fall below Masterwork, the Magic Item will cease functioning until repaired to at least Masterwork Quality. Armaments are produced with [Blacksmith], Garments with [Outfitter], Jewelry with [Lapidary], Utilities with [Engineer], and Writing with [Scribe]. [Trapsmith] can be used to make any Magical Trap. Magic items vary in scale and power, some of them grant their user feats based on the Magic infused into it, others may have specific functions priced and described here. All Magic Items are recognized by their Enhancement, which determines how powerful and expensive the Magic Item is. Items which grant feats will be priced differently on whether or not those feats improve their function at higher levels, more powerful Magic Items will scale with the user’s level up to a certain limit: Minor Items always function at level 1, Medium Items scale up to level 9, Major Items scale up to level 13, and Legendary Items always function at level 20. Naturally, Magic Items which grant the user feats which do not scale with Character Level are usually Minor Items. Specific Magic Items will have their pricing methods listed.
Magic Item Pricing | +1 | +2 | +3 | +4 | +5 |
Minor (DC 14) lvl =1 | 500 gp | 4,000 gp | 13,500 gp | 32,000 gp | 62,500 gp |
Medium (DC 24) lvl ≤9 | 750 gp | 6,000 gp | 18,750 gp | 48,000 gp | 93,750 gp |
Major (DC 34) lvl ≤13 | 1,000 gp | 8,000 gp | 27,000 gp | 64,000 gp | 125,000 gp |
Legendary (DC 39) lvl =20 | 2,000 gp | 16,000 gp | 54,000 gp | 128,000 gp | 250,000 gp |
Magic Item DC= base Tier DC+ Magic Item’s total Enhancement
Magic Armaments (Armor & Weapons), Garments (Cloaks, Clothing, Gloves, & Footwear), Jewelry (all Jewelry & Eyewear), and Utilities (all other Tools and Furnishings) will have different pricing methods for which feats can be added to them, with the individual feat having an Enhancement cost based on the item’s category. To determine the Magic Item’s Enhancement, add the Enhancement value of each feat to be added to total the Item’s Enhancement (max +5); they can improve the Item later by paying the difference in price. Magic Components (see Magic) are generally ignited and infused into Magic Items, and are required of crafters when considering the price of Magic Items. The availability of Magic Components directly affects and limits how powerful the Magic Items available in any given Civilization are.
Magic Armaments and Utilities grant feats to the wielder so long as the Armament or Utility is worn or being currently wielded or used. Personal items, such as Magic Garments and Jewelry require the Character attune the Magic Item to the correlating Body Slot when donning the item with a [Magical Aptitude] check against the Magic Item DC, failure prevents any attempted attunement with the item for 1 Day (24 Hours). The attunement persists until the article is removed or until the Character attunes another Magic Garment or Jewelry to that Body Slot, attuned items magically resize to fit the wearer perfectly, even if the wearer changes size or shape. Attuning a Magic Item takes 1 Minute (10 Rounds). Magic Item feats cannot be used as prerequisites.
Magic Item Category | +1 | +2 | +3 | +4 | +5 |
Armaments [Blacksmith] | [Martial]; [Metamagic] | [General]; [Skill (any)] | [Prestige]* | [Prestige]* | [Prestige]* |
Garments [Seamster] | [Skill (associated)] | [General]; [Skill (any)] | [Prestige]* | [Evolution]; [Prestige]* | [Evolution II]; [Prestige]* |
Jewelry [Artisan] | [General]; [Skill (any)] | [Martial]; [Metamagic] | [Prestige]* | [Evolution]; [Prestige]* | [Evolution II]; [Prestige]* |
Utilities [Engineer] | [Skill (associated)] | [Metamagic]; [Skill (any)] | [General]; [Martial] | [Prestige]* | [Prestige]* |
* +3 [Prestige] feats have prerequisites available as +1, +4 [Prestige] feats have prerequisites available up to +2, and +5 [Prestige] feats have prerequisites available up to +3. They grant all prerequisites.
Magic Items require time to craft, which varies with Tier: Minor (Hours), Medium (Shifts), Major (Days), and Legendary (Weeks); the number of time intervals required numbers the Magic Item’s Enhancement. For Characters who participate in crafting such items, each Day is considered 6 Shifts long, and thus crafting can be broken down into the number of Shifts completed before the Item is complete and ready to use or sell. Each Shift requires a successful [Expertise] or [Magical Aptitude] check against the base Tier DC+ Magic Item’s total Enhancement to count as progress towards completion.
Specific Magic Items
Some Magic Items have specific or unique effects which do not function as feats, they follow the same pricing methods for Magic Items, but may have different descriptions depending on the Magic Item’s Enhancement.
Animated CorpseCOST: Any Tier +1-5 (Anatomy shaped FLESH or SKELETON) | LockedCOST: Any Tier +1 (any Magical Object) |