Each player character is able to carry from 1-4 weapons, some of which may be silvered or magical. How much other equipment the character may carry is determined by the number of weapons carried. Magic items carried are in addition to this equipment, however only one suit of armor is allowed in any case. A player character with Pack A may carry 1 weapon, with Pack B, 2, with Pack C, 3, and with Pack D, 4. A bow as a weapon choice includes a quiver. You need not keep count of non-magical arrows or quarrels. Weapons that require two spaces in line count as two weapons for purposes of carrying. Weapons that require open spaces (except bows) must be carried in hand.
PrinceCon employs standard packs to speed play. Eack pack includes all items in the other packs listed to the right of it; thus, Pack A includes all available items.
| A | B | C | D |
|---|---|---|---|
| 3 flasks of oil | 3' iron rod | 50' rope | knapsack |
| grappling hook | 10' bamboo pole | 6 torches | 1 week's rations |
| wine skin | 2 iron spikes | tinderbox | water skin |
| lantern | mallet | 3 large sacks |
Your character's choice of weapons and armor is limited by race, class and, for clerics, religion. The following table shows the weapon choices that are available. Clerics of Samwise are limited to weapons marked "All". See individual class and clerical writeups for the armor types that you are permitted.
The armor class depends on the weapon used by the attacker and the armor worn by the defender. Use the column for the type of armor worn by the defender, and the row for the weapon used by the attacker. The intersection gives two armor classes; the one on the left is for use when the defender has a shield, the one on the right when he does not have a shield. Use this AC in the combat formulas.
The table also shows damage done against man-sized (MS) and smaller opponents, and against larger-than-man-sized (LMS) opponents. Spears do double damage when set against a charge. The hitting probability is not altered. Special tactics (such as dismounting a rider with a pole arm) are at individual GM discretion.
Missile weapons are those with ranges listed after the name. There is one line for short and one for long range. If the target is farther away than long range, there is no chance to hit. Dual mode (melee/thrown) weapons hit the same at short range as in melee, and are indicated by "(melee/short)" as a range. A long or short bow requires both hands to draw and fire. A crossbow may be fired one-handed, but requires two hands to cock. A light crossbow fires every other round (one round to cock); a heavy crossbow fires every third round (two rounds to cock).
Silvered weapons are required to strike some targets, such as were creatures. When used against other targets, they are -5% to hit and -1 to damage. You may have any weapon silvered by so informing the GM at the beginning of the expedition. If you wish to use silver arrows, the entire quiver must be silvered.
| Effective AC by Armor Type | Usable by | Damage vs | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Weapon | Plate | Chain | Leather | None | Man | Dwarf | Elf | Hob | MS | LMS | ||||
| Natural Weapons | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | -- | -- | -- | -- | depends | |
| Axe, Battle [5]** | 1 | 3 | 5 | 6 | 6 | 7 | 8 | 9 | F* | F* | d10 | d10 | ||
| Axe, Hand [2](melee/short) | -1 | 1 | 3 | 4 | 6 | 7 | 9 | 10 | FMKL | FCDKL | FDK | FD | d6 | d6 |
| Axe, Hand (3-4") | -5 | -1 | -1 | 0 | 2 | 3 | 5 | 6 | FDKL | FCDKL | FDK | FD | d6 | d6 |
| Club [3] | -1 | 1 | 2 | 4 | 5 | 7 | 8 | 9 | FSCDKL | FSCDKL | FSCDK | FSCD | d6 | d4 |
| Dagger [1](melee/short) | 0 | 3 | 3 | 6 | 7 | 9 | 10 | 11 | FMSDKL | FSDK | FMSDK | FSD | d4 | d3 |
| Dagger (1-2") | -2 | -1 | -1 | 2 | 3 | 5 | 6 | 7 | FMSDKL | FSDKL | FMSDK | FSD | d4 | d3 |
| Flail [6]** | 4 | 5 | 5 | 7 | 7 | 8 | 9 | 10 | FCL* | FC* | d8 | d8 | ||
| Halberd [7]** | 2 | 4 | 5 | 7 | 7 | 7 | 8 | 9 | F* | F* | d10 | 2d6 | ||
| Mace [3] | 2 | 4 | 4 | 5 | 6 | 7 | 8 | 9 | FCL | FCL- | FC | FC* | d6 | d4 |
| Military Pick [5]** | 4 | 6 | 6 | 7 | 6 | 7 | 8 | 9 | F* | F* | d6 | d4 | ||
| Morning Star [6]** | 2 | 3 | 5 | 7 | 7 | 8 | 10 | 11 | FCL | FC | d8 | d6 | ||
| Mtd. Lance [8]*** | 2 | 3 | 5 | 7 | 9 | 9 | 11 | 12 | F | F | d10 | 2d10 | ||
| Pike [9]*** | 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | F | F | d8 | d12 | ||
| Pole Arms [7]*** | 1 | 3 | 4 | 6 | 7 | 9 | 10 | 11 | F | F | d8 | d12 | ||
| Spear [6](melee/short)# | 0 | 2 | 3 | 4 | 6 | 7 | 8 | 9 | FDK | FDK- | FDK | F*- | d6 | d8 |
| Spear (2"-4") | -2 | 0 | 1 | 2 | 4 | 5 | 6 | 7 | FDK | FDK- | FDK | F*- | d6 | d8 |
| Staff [5] | 0 | 2 | 3 | 5 | 6 | 7 | 8 | 9 | All* | All* | d4 | d3 | ||
| Sword, Short [3] | 0 | 1 | 3 | 5 | 6 | 7 | 8 | 10 | FSL | FSL | FS | FS | d6 | d8 |
| Sword, Long [4] | 0 | 2 | 4 | 5 | 6 | 7 | 8 | 10 | FSL | FL* | FS | F* | d8 | d12 |
| Sword, 2 handed [6]** | 3 | 5 | 7 | 8 | 8 | 9 | 10 | 11 | F* | F* | d10 | 3d6 | ||
| War Hammer [3](melee/short) | 2 | 4 | 4 | 6 | 6 | 7 | 8 | 9 | FCL | FCL | FC | d6 | d4 | |
| War Hammer 2-4" | -2 | 0 | 0 | 2 | 4 | 3 | 4 | 5 | FCL | FCL | FC | d6 | d4 | |
| Long Bow *** (0-12") | 0 | 3 | 4 | 7 | 7 | 9 | 11 | 12 | FSDK* | K*- | FSK* | d6 | d6 | |
| Long Bow *** (13-24") | -4 | -1 | 0 | 3 | 3 | 5 | 7 | 8 | FSK* | K*- | FSK* | d6 | d6 | |
| Short Bow (0-9") | -1 | 1 | 2 | 4 | 7 | 9 | 10 | 11 | FSDK* | K | FCDKS* | FSD* | d6 | d6 |
| Short Bow (10-18") | -5 | -3 | -2 | 0 | 3 | 5 | 6 | 7 | FSDK* | K | FCDKS* | FSD* | d6 | d6 |
| Heavy Crossbow (0-12") | 1 | 3 | 5 | 7 | 9 | 11 | 12 | 13 | FKS | FKS | FKS | d8 | d8 | |
| Heavy Crossbow (13-24") | -3 | -1 | 1 | 3 | 5 | 7 | 8 | 9 | FKS | FKS | FKS | d8 | d8 | |
| Light Crossbow (0-9") | -1 | 1 | 3 | 5 | 8 | 10 | 11 | 12 | FKS | FCKLS | FKS | FS | d6 | d6 |
| Light Crossbow (10-18") | -5 | -3 | -1 | 1 | 4 | 6 | 7 | 8 | FKS | FCKLS | FKS | FS | d6 | d6 |
| Sling*** (0-6") | -1 | 1 | 2 | 4 | 4 | 6 | 7 | 9 | FCLS | FCS | d4 | d3 | ||
| Sling*** (7-12") | -5 | -3 | -2 | 0 | 0 | 2 | 3 | 5 | FCLS | FCS | d4 | d3 | ||
| Unarmed## | -1 | 0 | 3 | 4 | 6 | 6 | 9 | 10 | All | All | All | All | d3-1 | d3-1 |
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Movement rates are: Plate=6", Chain=9", Leather or Robes = 12". (1"=10 yards outdoors) Your character can move this amount each melee/short round at a dead run. A brisk walk will cover the same distance in a minute. Extended travel is much slower.
When you find such a magic item, or any special item that may be carried out of a scenario, the GM will hand you an Item Card. This card will contain a serial number and a brief description of the item. Do not lose this card! You may trade most items in Hireling Hall simply by trading cards; however, some items cannot be traded. These items are entered into the computer and will appear on your character sheet and on the GMs expedition sheet.
Most items are described in the PrinceCon Item Book, available for purchase at Registration, which also describes the burnout system and other details. The GM will read you the full description of any item at the end of the expedition in which you find it. If you trade items, you may check the assay at the desk. Of course, some items have secret properties (good and bad) that you can only discover by actual use.
To use an item, you must inform the GM that you have the item before your characters leave Hireling Hall, and you must display the card again when you use the item. If you lose the item, use a single-use item, or an item burns out, you must surrender the card to the GM.
At PrinceCon, we do not keep track of charges for items. Most items that would have charges in other systems are subject to a burnout roll. Before each use, the GM rolls a D100. If the roll is less than or equal to the burnout percentage, then the item has burned out. It does not work this time and will never work again. Often, it will turn to dust. Some items have variable powers, and the burnout percentage is dependent upon how much power is being used.
In a campaign, the burnout percentage would be around 200/N, where N is the number of charges that would be given to the item when new under a charges system. At PrinceCon, we use much higher burnout percentages.
Last modified on August 29, 1995.
ammulder@princeton.edu