Setting Rules and Equipment Changes

North man
Prerequisite: vigor 1d8

+2 to vigor rolls against cold.

Atlatl warrior
Prerequisite: Throwing 1d8

Spears do +2 damage when thrown from an atlatl.

'''Formation fighter '''Prerequisite: Fight 1d6 For infantry, phalanxes and shield walls are common formations relying on a teamwork and cooperation to increase survivability. When Holding a polearm, you add +1 fighting and parry to allies fighting with reach weapons in formation alongside you. Or when using a medium or large shield you add +1 fighting and parry to allies alongside of you. Dose not stack in a spear a shield are used.

Polearm defense Prerequisites: Fight 1d6 When using a polearm and someone with less reach approaches you they must make an opposed fighting roll against you If they fail their turn ends at the end of your reach.

Short weapon advantage Prerequisites: Fight 1d6

If you have a shorter weapon than your opponent can make an opposed fighting roll to get close to your opponent and take advantage of their short range. If you succeed your get a +2 to fight and parry against them until they step back. If they step back you get a free attck as if they were disengaging from melee.

Professional edges: Bard

Prerequisites: K(performance 1d8)or similar knowledge, background. -bards may roll mothy for income from performance. They get the amount 4 times amount rolled. -Bards know Shepperd speak. -Bards add their Charisma to their performance rolls.

Knight

Prerequisite: Fighting 1d10 riding 1d8 K(battle)1d6, brawny, background. You are the knight of a particular lord or king, are sworn to loyalty to them, to follow their command and to reflect honorably upon them. Vow(major)

-You are supplied with tools of the trade: Any melee weapon, shield, standard horse chain barding’s half plate armor. You have access to your lords’ room/board are paid 20 marks weekly and may be allowed expenditures from the lord’s treasury with their permission. -Knights add a +2 to rolls to participate in a mass battle.

New hinderances
Dwarf [major]

small -1 toughness. Strenght decreases a die step.

-2 charisma.

Impaling:
Weapons with reach do +2 damage against large enemies such as giants and dragons for each increment of reach.

Grappling additions:
-Free hands: People with at least one free hand get a +1 in grappling rolls.

-Close combat: When Grappling, you can make a called shot at -2 to bypass armor with any thrusting weapon.

-Take control: when a defender breaks a grapple he can choose to take control instead.

Push addition:
A raise on a knock prone roll shakes the target.

Languages
Language rules: All characters know Harold. For each step of a character's smarts die above a d6, they know one additional language.

Languages:

Harold- Language spoken in the midlands.

Highlander- Language spoken by the Northmen.

Bishtonish- Language spoken in Bishton.

Ethyiptansish -Language spoken by Ethyiptans.

Seatalk- Language of the sea raiders.

Handspeak- Sign Language. Used for signaling in battle and by thieves and brigands.

Harrrguuurahagar - Languge of the wolves.

Sheppard Speak- Language of the giants.

Draconic- Language of the dragons.

Currency
The currency across Harold  is know as marks, consisting of silver, bronze, and gold coins of varying makes and age. For convenience-sake, it is a 1 to 1 conversion with $ from the book.

Equipment
The weapons and armor in this section replace the weapons and armor in the base book for this setting.

All other equipment (not weapons or armor), of medieval tech/level, can still be purchased from the base rule book.

Weapons
Type                   damage      weight     cost      notes. Dagger                 1d4+str             1          25    3/6/12 When thrown. +2 When damaging grappled opponents.

Axe                       1d6+str            2          25    3/6/12 when thrown.

War Axe              1d8+str             4          150

Arming Sword    1d6+str             6          250. +1 parry

Long Sword        1d8+str+1         8          350.

Mace                    1d6+str            6          250  ap4

Warhammer       1d8+str            6           250  ap2

Flail                     1d6+str            4           50  ignores cover/parry bonuses. User hits self when fighting die rolls 1.

Rapier                 1d4+str            2           600 +1 parry, +1 fighting.

Halberd              1d8+str            15         350 ap2 reach 1 2-handed.

Lance                 1d8+str            10         400 ap2 reach2 for Cavalry use only.

Pike                    1d8+str            25        150    reach2 2-hands.

Staff                   1d4+str             8         20   reach 1 2-hands +1 parry.

Spear                 1d6+str             5          100  reach 1 2-hands(or shield) +1 parry,  3/6/12 when thrown.

Atlatl               -                          1           80    doubles spear range, min throwing 1d8.

Monster pike. Str1+str2+str3... 30       800 fighting roll cooperative -4. min users, 2 max, 6. Reach 3.

 

* Make any weapon silver for 1000 marks.

Range weapons.

Type                     Range         damage         cost  weight min Str

Bow                      12/24/48. 2d6               120     3           1d6

Longbow             18/32/64     2d6               300     5           1d8

Heavy War Bow 15/30/60     2d8               800     9           1d10

Crossbow             15/30/60     2d6               600     10         1d6 One action to reload.

Sling                     4/8/16        Str+1d4        15         1            -

Fire pot               3 /6/12          2d10           200      2           -  MBT one action to light.

Smoke Pot         3/6/12           -                   80       2           -  LBT one action to light. Conceals large area in smoke.

Ammunition
Type                   cost  weight notes.

Arrow                   2        1/5

Bodkin arrow        5        1/5     ap1

Bleeding arrow   8        1/5    -2 to healing an incapacitation rolls.

Fire arrow            5        1/2    Cuts range in half. Needs fire to light.

Sling Shot (lead) 5        1/10  +1 damage.

Quarrel                5        1/5     ap2

Sling stone          free   1/10

Make ammo silver tipped for 15 marks per shot.

Armor
Type                                      armor weight     cost  notes

Light Gambison                       +1           5              50  covers arms, torso.

Gambeson                               +2         10            80  cover arms, torso.

Gambeson leggings                +1           4              50  covers legs.

Jack chains                             +3          1               30  covers arms.

Hauberk                                  +4          20         700   covers arms, torso legs.

Half plate torso                      +5           14        1000   covers torso.

Half plate legs                       +5            8           600   covers arms

Half plate arms                     +5            4            500  covers legs.

Plate torso                             +6          14        2000  cover torso

Plate legs                              +6          14         1000   covers legs

Plate arms                             +6          8            800  covers arms

Lordly Plate torso                 +7          12      20,000  covers torso

Lordly Plate legs                   +7          12       10,000  covers legs

Lordly Plate arms                 +7           8          8,000  covers arm

Pot helmet                            +4           3                80   50% vs headshots.

Flat top helmet                     +5            4              500   -1 notice.

Plate Helmet                        +6            4              900    -1

Plate helmet with visor      +6              4               900   -1 notice when closed, 50% when open.

Lord plate Helmet              +7               4           9000

 

Shields
type              weight  cost  notes.

Buckler         1            90      +1 parry, can be used as offhand weapon

Medium        8           120     +2 Parry +2 armor vs  ranged.

Large             14         200    +2 parry +4 armor vs ranged.

 

Bardings
type                           armor   weight cost

Cloth                           +2          20         300

Chain                          +4          30         900

Plate                           +6          40       3000

Mammoth bardings +2 150 10,000

Shingled                    +4       25,000

Other items
Item                                 weight           cost

Parka +2 to resist cold. 15               70

Surgical Kit                           5                80

Poison antidote kit. 5               120

Medical leeches                  1/2               30

Courier dove                 4(with cage)    100

Trained falcon                     -               1000

Trained dog                          -                120

Cat                                        -               15

Mule                                     -                80

Ox                                         -                300

Sheep                                   -                80

Goat                                      -                30

Mammoth                           -                2000

Trained War Mammoth      -             30,000

Dire Horse                           -               2000

Drugs -
Cloudseed. 1/10    60  Powerful memory altering

Warm shroom                         1/10    10 +2 resist cold for 12 hours.

Death's  Door                         1/10    80 ignore modifiers from up to 2 wounds for 8 hours.

Cupid's tears                          1/10     200 Massively increases sex drive.

Hallucinogenic shrooms         1/10    70

Smoking weed                        1/10     2

Strong weed                           1/10     15 Harlot’s pedals                        1/10    5 prevents pregnancy.

Casio seeds                            1/10     5/10 Mildly addictive, energy stimulate. Ice thistles                               1/10    2   sleeping agent,  causes unusual dreams. Arctic Aster                             1/10     5   steroids +1 straight with prolonged use.

High Bell's oil                          1/10     5  Perceived to enhance feminine qualities/increase attractiveness. Prolonged use give women the attractive or very attractive edge.+2 charisma in women. In men, it will cause a sex change. Bane of Kings                          1/10    1000 extreme hallucinogens, may cause delusions/insanity. Brave root                               1/10    100 fear suppressants.

Cat’s grass                              1/10    30 sharpens senses and increases light sensitivity +2 notice and ignore dim light penalties.

Night slug goo                         1/10     20 clots blood. +2 to stop bleeding. (heal or vigor);

Nectar of the North Wind        1/10    50 Extreme growth hormone, causes exhaustion, prolonged use permanently grants the brawny edge.

Euphoria                                  1/10    30 states of intense excitement and happiness. Rage root                                1/10    60 causes a surge of adrenaline.


 * Prolonged use: every day for 30 days.

Inspiration for the monster pick.

https://www.youtube.com/watch?v=7CfyU1mOZ1E&list=PLzzh7AuEBkEnAr1Ic5LKbJbvBq2BzVTGr&index=6