DFRPG adjustments?   Posted by Narrator.Group: 0
Narrator
 GM, 4462 posts
 DM says
 roll for initiative!
Mon 25 Sep 2017
at 21:40
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 74):

I would prefer they fit the standard templates from summoners and allies.

The advantage is that the created elementals are automatically loyal and do not need reaction rolls to control.
Christine Bjorn
 player, 1264 posts
 blue haired
 mountain elf
Mon 25 Sep 2017
at 21:53
Re: DFRPG adjustments?
In reply to Narrator (msg # 75):

Ah, Ok, Thanks.
Chye Isuel
 player, 877 posts
 Osu! Ora Chye Isuel!
 Dragon descended, Youxia
Mon 25 Sep 2017
at 23:16
Re: DFRPG adjustments?
i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.
Jareth Mooncalled
 player, 1200 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 00:03
Re: DFRPG adjustments?
Chye Isuel:
i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.

No.  4e's Body of Water does not do this.
Chye Isuel
 player, 880 posts
 Osu! Ora Chye Isuel!
 Dragon descended, Youxia
Tue 26 Sep 2017
at 00:06
Re: DFRPG adjustments?
heavens forbid... :p i thought not, but worth asking.
Jareth Mooncalled
 player, 1203 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 04:08
Re: DFRPG adjustments?
Something I've just noticed... DFRPG doesn't have Flexible Armor rules, so all armors are treated as rigid, even if 'technically' flexible.

Also, under DFRPG if someone barehand punches Jednesa they have a chance to hurt themselves (same with 'non-weapon' bites and strikes from monsters) as she has DR* 3+.




* That it's Tough Skin no longer matters.
Chye Isuel
 player, 883 posts
Tue 26 Sep 2017
at 05:21
Re: DFRPG adjustments?

This message was deleted by the player at 05:22, Tue 26 Sept 2017.

Narrator
 GM, 4465 posts
 DM says
 roll for initiative!
Tue 26 Sep 2017
at 13:49
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 76):

I would prefer the standard
Iskander
 player, 1301 posts
 Iskander Cambriel Almonte
 Valdassyan Adventurer.
Tue 26 Sep 2017
at 16:25
Re: DFRPG adjustments?
what are all the spells allowed to magery 0? anything different??
this is what i have:
AIR COLLEGE
Purify Air
Seek Air
Create Air
No-Smell
Stench
Earth-to Air
Shape Air
Breathe Water
Odor
Destroy Air
Devitalize Air
Wall of Wind
Air Vision
Air Jet
Concussion
Walk on Air
Windstorm
Body of Air
Wind
Essential Air
Resist Lightning
Lightning Armour
Atmosphere Dome
Clouds
Rain
Snow
Storm
Cool
Predict Weather
Warm

ANIMAL COLLEGE
*All spells require the Animal Empathy advantage
Beast-Rouser
Beast-Soother
(Animal) Control
Repel (Animal)
Rider
Rider Within
Beast Possession
Hybrid Control
Repel Hybrids
Master
Beast Summoning
Beast Link
Beast Speech
Beast Seeker

Body Control College
Climbing
Touch
Might
Boost Strength
Frailty
Vigor
Boost Health
Itch
Spasm
Tickle
Pain
Stun
Stop Spasm
Strike Deaf
Strike Dumb
Strike Blind
Clumsiness
Tanglefoot
Roundabout
Fumble
Grace
Boost Dexterity
Balance
Ambidexterity
Reflexes
Cadence
Hinder
Rooted Feet
Perfume
Nauseate
Retch
Hair Growth
Haircut
Debility

Communication and Empathy College
Sense Life
Lend Language
Borrow Language
Gift of Letters
Gift of Tongues
Sense Foes
Sense Emotions
Truthsayer
Mind Reading
Mind Search
Retrogression
Mind Sending
Lend Skill
Borrow Skill
Telepathy
Soul Rider
Control Person
Dispel Possession
Dream Viewing
Dream Sending
Dream Projection
Hide Emotions
Hide Thoughts
Vexation
Persuation
Insignificance
Presence
Compel Lie

Earth College
Seek Earth
Seek Pass
Shape Earth
Earth Vision
Earth to Air
Walk Through Earth
Predict Earth Movement
Essential Earth

Enchantment College
Crystal Ball

Fire College
Ignite Fire
Extenguish Fire
Slow Fire
Fast Fire
Fireproof
Resist Fire
Shape Fire
Smoke
Phantom Flame
Seek Fire
Create Fire
Heat
Cold
Warmth
Resist Cold
Flame Jet
Essential Flame

Food College
Test Food
Cook
Seek Food
Create Food
Essential Food
Season
Decay
Mature
Distill
Water to Wine
Preserve Food
Foul Water
Purify Food
Prepare Game
Poison Food

Gate College
While a few “Gate” spells have no Magery prereq, all of those spells have prereqs that do require at least Magery 2.

Healing College
Lend Energy (With Empathy advantage)
Share Vitality
Lend Vitality
Awaken
Body Reading
Restore Memory
Minor Healing
Restore Sight
Restore Hearing
Restore Speech
Relieve Sickness
Share Vitality
Stop Bleeding
Relieve Madness
Remove Contagion
Resist Disease
Resist Poison
Detect Poison

Illusion & Creation College
Simple Illusion
Complex Illusion
Know Illusion
Illusion Shell
Illusion Disguise
Inscribe
Independence
Initiative

Knowledge College
Small Vision
Tell Time
Alarm
Measurment
Tell Position
Test Load
Glass Wall

Light & Darkness College
Light
Colors
Mirror
Continual Light
Wall of Light
Glow
Flash
Darkness
Blackout
Shape Darkness
Gloom
Blur
Invisibility
Hide
Hawk Vision
Bright Vision
Night Vision
Infravision
Dark Vision
See Invisible
Shape Light
Light jet
Remove Shadow
Remove Reflection

Making & Breaking College
Find Weakness
Weaken
Restore
Rejoin
Stiffen
Knot
Fasten
Clean
Soilproof
Dye
Copy
Inscribe
Mapmaker
Transparency

Meta College
None

Mind Control College
Alertness
Rear Vision
Dull (Sense)
Dullness
Foollishness
Daze
Mass Daze
Fascinate
Encrypt
Sleep
Peacfull Sleep
Mass Sleep
Mental Stun
Disorient
Drunkenness
Wisdom
Boost (IQ)
Memorize
Fear
Bravery
Berserker
Loyalty
Emotion Control
Will Lock
Lure
Panic
Terror

Movement College
Haste
Glue
Grease

Necromantic College
Turn Zombie (If Holy)
Final Rest (If Holy or has Spirit Empathy)
Steal Energy
Steal Vitality
Skull Spirit
Animate Shadow
Weaken Blood

Plant College
Seek Plant
Identify Plant
Shape Plant
Pollen Cloud
False Tracks
Plant Vision
Heal Plant
Hide Path
Walk Through Plants
Walk Through Wood
Forest Warning
Plant Sense
Plant Control
Plant Growth
Blight
Blossom
Wither Plant
Blossom
Conceal
Tangle Growth
Bless Plants
Essential Wood
Animate Plant

Protection & Warning College
Sense Danger
Watchdog
Nightingale
Sense Observation
Weather Dome
Atmosphere Dome
Resist Pressure
Freedom
Reflect Gaze

Sound College
Sound
Voices
Silver Toungue
Imitate Voice
Garble
Silence
Hush
Mage-Stealth
Wall of Silence
Noise
Thunderclap
Great Voice
Sound Jet
Alter Voice
Resist Sound
Sound Vision

Technological College
*Many Tech spells are technological skills (B168), and must be learned at a particular TL
Seek Machine
Reveal Function
Magnetic Vision
Seek Power
Test Fuel
Preserve Fuel
Seek Fuel
Purify Fuel
Spectrum Vision
Radio Hearing
Essential Fuel
Irradiate
See Radiation
Seek Radiation
Resist Radiation
Radiation Jet
Seek Plastic
Identify Plastic
Identify Metal

Water College
Seek Water
Seek Coastline
Purify Water
Foul Water
Create Water
Destroy Water
Dehydrate
Dry Spring
Create Spring
Geyser
Icy Weapon
Icy Missiles
Shape Water
Umbrella
Resist Water
Water Jet
Current
Essential Water
Tide
Snow Shoes
Whirlpool
Walk on Water
Water Vision
Ice Sphere
Ice Dagger
Boil Water
Steam Jet
Create Steam
Condence Steam
Coolness
Freeze
Melt ice
Snow Jet
Create Ice
Body of Water

Weather College
Clouds
Rain
Frost
Snow
Hail
Storm
Cool
Predict Weather
Warm
Fog
Waves
Cloud Walking
Wind

This message was last edited by the player at 00:35, Wed 27 Sept 2017.

Ardenas Barehand
 player, 906 posts
 Human martial artist with
 a few spells on the side.
Wed 27 Sep 2017
at 09:08
Re: DFRPG adjustments?
Wow, that's a longer list than I knew.  Wish I'd had that handy when I was running a campaign in a high mana region (anyone who knows a spell can cast it, unless it or a prerequisite requires Magery).

If you have high mana, an ordinary (well, okay, very smart, but otherwise ordinary) individual willing to spend a lot of time in study could become quite the hedge wizard.
Christine Bjorn
 player, 1303 posts
 blue haired
 mountain elf
Wed 15 Nov 2017
at 03:37
Re: DFRPG adjustments?
Narrator:
In reply to Kirpich Rockson (msg # 31):
... earth elemental build. They eat rocks, like Gorons from Legend of Zelda.


Doesn't Eat or Drink represents nothing at all, not quite the case here.

Would this be represented by

Doesn’t Eat or Drink                                       [10]  (Standard for all elementals)
Dependency (Rocks, Very Common, 1/Day)                     [-15]
 or
Restricted Diet (Rocks, Very Common)                       [-10]

For fire elementals, replace rocks with being in fire for an hour.
Narrator
 GM, 4600 posts
 DM says
 roll for initiative!
Wed 15 Nov 2017
at 16:38
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 85):

Some have doesnt eat or drink, and gluttony- can get by without, but enjoys.

The fire elementals don't need to eat, but not doing it affects their bad temper.
Christine Bjorn
 player, 1304 posts
 blue haired
 mountain elf
Thu 16 Nov 2017
at 00:12
Re: DFRPG adjustments?
In reply to Narrator (msg # 86):

Ah, ok. So not needed, just wanted.
Jareth Mooncalled
 player, 1337 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 05:11
Re: DFRPG adjustments?
Are we using the ST rules from DFRPG Adventures pg 98, or the ST rules from Basic?



I'm coming up with a new Archer Character and would like to know...

DFRPG GURPS thread at sjgames for reference:

http://forums.sjgames.com/showthread.php?t=156287
Narrator
 GM, 4983 posts
 DM says
 roll for initiative!
Fri 16 Mar 2018
at 15:07
Re: DFRPG adjustments?
In reply to Jareth Mooncalled (msg # 88):

Lets go with that, but now I wonderbif there is a ST based cost to  bows...
Jareth Mooncalled
 player, 1338 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 19:39
Re: DFRPG adjustments?
Narrator:
Lets go with that, but now I wonderbif there is a ST based cost to  bows...

There is not.  Just like there isn't a ST based cost to melee weapons, thrown weapons, or crossbows*.


* Arguably buying larger minimum ST crossbows is a "ST based cost", but that's a weak argument.  Reasonably you could rule that you can't have a Bow at more 3x it's listed minimum ST (as this is the rule for Crossbows).  This means in order to have a ST 35 Composite Bow it would have to be an SM+1 Composite Bow... quick napkin conversion...

ST 35 Composite Bow, SM+1, Dam thr+4 imp, Acc 3, Range x20/x25, Weight 8/0.2, Shots 1(2), Cost $1350, ST 15†, Bulk -7*

† Requires two hands to load and fire regardless of ST.
* Bulk 11 for anyone not SM+1

For an Elven version... it's 22,950$... might as well go ahead at that price and make it a Balanced Elven SM+1 Composite Bow for 28,350$...



So... no.  I won't be taking that at the start (it's waaaaaaaaaaaaay too expensive, that's Filthy Rich levels of starting Wealth).  But a Longbow...  that's just about doable (it's a mere 6,300$, does 1 less damage, is ST 17†, has  less range, and +1 Bulk).
Narrator
 GM, 4987 posts
 DM says
 roll for initiative!
Fri 16 Mar 2018
at 19:55
Re: DFRPG adjustments?
That is actually viable... and only 12cp.
I imagine titans can use ST 40 crossbows... and still take 10 seconds to load, but fire cabers tipped with spiked pot helms.
Oly
 player, 982 posts
 Badly disfigured face
 Rank 1 Guild badge
Thu 26 Apr 2018
at 16:25
Re: DFRPG adjustments?
FWIW, I will be away Fri-Mon and probably unable to post ... including all my sub-characters.
Narrator
 GM, 6769 posts
 DM says
 roll for initiative!
Fri 6 Sep 2019
at 17:39
Re: DFRPG adjustments?
In reply to Oly (msg # 92):

Here is the DFRPG armor list for quick reference:


https://drive.google.com/file/...17/view?usp=drivesdk
Narrator
 GM, 7348 posts
 DM says
 roll for initiative!
Fri 31 Jan 2020
at 01:52
Re: DFRPG adjustments?
magic items - assembled by evileyeore
We're using the rules out of DFRPG (you can't really use Magic's pricing anymore):

DFRPG Magic Items (1)

Armor and Shields
Spell Effects Base Item Cost Prefix Suffix Notes
Continual Light light equal to torch Armor/Shield $8,000 Glowing of Light
Defending Shield +1 to Block Shield $10,000 Defending of Defense
Defending Shield +2 to Block Shield $20,000 Interposing of Interposing
Defending Shield +3 to Block Shield $40,000 Interposing of Interposing
Deflect +1 Defense Bonus Armor/Shield $2,000 Warding of Warding [1, 2]
Deflect +2 Defense Bonus Armor/Shield $10,000 Deflecting of Deflection [1, 2]
Deflect +3 Defense Bonus Armor/Shield $40,000 Deflecting of Deflection [1, 2]
Deflect +4 Defense Bonus Armor/Shield $160,000 Deflecting of Deflection [1, 2]
Deflect +5 Defense Bonus Armor/Shield $400,000 Deflecting of Deflection [1, 2]
Fortify +1 Damage Resistance Armor $1,000 Unyielding of Solidity [1]
Fortify +2 Damage Resistance Armor $4,000 Impenetrable of Invulnerability [1]
Fortify +3 Damage Resistance Armor $16,000 Impenetrable of Invulnerability [1]
Fortify +4 Damage Resistance Armor $60,000 Impenetrable of Invulnerability [1]
Fortify +5 Damage Resistance Armor $160,000 Impenetrable of Invulnerability [1]
Lighten -25% from weight Armor/Shield $2,000 Light of Lightness [1]
Lighten -50% from weight Armor/Shield $10,000 Weightless of Weightlessness [1]


Notes
[1] Cost is for a suit of armor. Piecewise armor can have Deflect or Fortify that adds Defense Bonus or Damage Resistance only vs. attacks on that location, or Lighten for just the weight of that piece. Use 10% of cost for head, 35% for body, 15% for arms, 5% for hands, 25% for legs, or 10% for feet. Further halve cost for a breastplate or just one limb or extremity.
[2] Defense Bonus adds to that of any mundane shield. If both shield and armor have Deflect, only the highest magical DB applies. See Defense Bonus (Exploits, p. 47).



Weapons and Ammo
Spell Effects Base Item Cost Prefix Suffix Notes
Accuracy +1 to hit Weapon $5,000 Accurate of Seeking
Accuracy +1 to hit Projectile $25 True of True Flight
Accuracy +2 to hit Weapon $20,000 Accurate of Seeking
Accuracy +2 to hit Projectile $100 True of True Flight
Accuracy +3 to hit Weapon $100,000 Accurate of Seeking
Accuracy +3 to hit Projectile $10,000 True of True Flight [1]
Continual Light light equal to torch Weapon $8,000 Glowing of Light
Corrosive Weapon +2 acid Melee Weapon $18,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Missile Weapon $22,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Projectile $75 Corrosive of Corroding [2, 3]
Dancing Weapon dances Melee Weapon see p. 7 Dancing of Dancing
Defending Weapon +1 to Parry Melee Weapon $10,000 Defending of Defense
Defending Weapon +2 to Parry Melee Weapon $20,000 Interposing of Interposing
Defending Weapon +3 to Parry Melee Weapon $40,000 Interposing of Interposing
Flaming Weapon +2 fire Melee Weapon $15,400 Flaming of Flame [3]
Flaming Weapon +2 fire Missile Weapon $20,400 Flaming of Flame [3]
Flaming Weapon +2 fire Projectile $75 Fire of Burning [3]
Holy Weapon +2 holy Melee Weapon $15,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Missile Weapon $20,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Projectile $75 Consecrated of Cleansing [3]
Icy Weapon +2 cold Melee Weapon $17,000 Icy of Ice [3]
Icy Weapon +2 cold Missile Weapon $20,500 Icy of Ice [3]
Icy Weapon +2 cold Projectile $75 Cold of Freezing [3]
Lightning Weapon +2 electrical Melee Weapon $15,300 Crackling of Shocking [3]
Lightning Weapon +2 electrical Missile Weapon $20,400 Lightning of Lightning [3]
Lightning Weapon +2 electrical Projectile $75 Lightning of Lightning [3]
Loyal Weapon returns to hand Weapon $15,000/lb. Returning of Returning [4]
Penetrating Weapon armor divisor (2) Melee Weapon $5,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Missile Weapon $10,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Projectile $25 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (3) Melee Weapon $15,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Missile Weapon $30,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Projectile $75 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (5) Melee Weapon $50,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Missile Weapon $100,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Projectile $5,000 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (10) Melee Weapon $150,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Missile Weapon $300,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Projectile $15,000 Burrowing of Piercing [5]
Penetrating Weapon ignores DR Melee Weapon $500,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Missile Weapon $1,000,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Projectile $50,000 Burrowing of Piercing [6]
Puissance +1 damage Melee Weapon $5,000 Mighty of Smiting
Puissance +1 damage Missile Weapon $10,000 Strongarm of Striking
Puissance +1 damage Projectile $25 Swift of Impact
Puissance +2 damage Melee Weapon $20,000 Mighty of Smiting
Puissance +2 damage Missile Weapon $40,000 Strongarm of Striking
Puissance +2 damage Projectile $100 Swift of Impact
Puissance +3 damage Melee Weapon $100,000 Mighty of Smiting
Puissance +3 damage Missile Weapon $200,000 Strongarm of Striking
Puissance +3 damage Projectile $10,000 Swift of Impact [1]
Shatterproof unbreakable Weapon $8,000 Eternal of Durability
Steelwraith see p. 7 Weapon/Projectile $5,000/lb. Steelwraith of Steelwraith

Notes
[1] Available in a one-use version for $500; see Permanent or Expendable? (p. 7).
[2] Keep track of added corrosion damage even if it fails to penetrate armor. Every five points removes one point of DR from the target location.
[3] Follow-up. Adds injury of listed type if attack pierces DR. Doesn’t add basic damage.
[4] See Loyal Weapon (Exploits, p. 79).
[5] Divides target’s DR by 2, 3, 5, or 10. See Armor Divisors (Exploits, pp. 52-53).
[6] Ignores target’s DR



Common Item Enchantments
Spell Base Item Cost Page Notes
Create Food Container $8,000 per meal/day 32
Fireproof Any $3,000/lb. 30 [1]
Invisibility Any $10,000/50 lbs. 47 [1]
Magic Resistance Any $4,000/level 51 [1, 2]
Magic Staff Stick $30 9 [3]
Resist Acid Any $1,000/lb. 70 [1, 4]
Scryguard Any $1,000/lb. 52 [1, 5]
Steelwraith Any Metallic $5,000/lb. 28 [1]

Notes
[1] Affects item, not user.
[2] Maximum 10 levels; penalty affects spells cast on or from item.
[3] Cost is per type of magic: clerical, druidic, or wizardly. Typical lengths are wand (baton, $50, 1 lb.), rod (jo, $40, 2 lbs.), and staff (quarterstaff, $40, 4 lbs.). When casting, extends caster’s reach by one (wand or rod) or two (staff) yards.
[4] Triple cost to resist alkahest!
[5] Item resists Information spells with Power 15. On a container, this also benefits anything inside while it’s closed.
Narrator
 GM, 7349 posts
 DM says
 roll for initiative!
Fri 31 Jan 2020
at 01:52
Re: DFRPG adjustments?
hmm this might need formatting
Chye Isuel
 player, 1630 posts
 Osu! Ora Chye Iseul!
 Dragon descended, Youxia
Fri 31 Jan 2020
at 02:09
Re: DFRPG adjustments?
everything is prohibitively expensive :(
Jareth Mooncalled
 player, 1864 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 4/10
Fri 31 Jan 2020
at 06:39
Re: DFRPG adjustments?
Here ya go boss.  My cheat sheets for the game I never got off the ground...



MELEE WEAPONS TABLES
WeaponDamageReachParryCostWeightSTNotes
AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
Axesw+2 cut10U$50411 
Hatchetsw cut10$4028[1]
Knobbed Clubsw+1 cr10$2028 
Macesw+3 cr10U$50512[1]
Picksw+1 imp10U$70310[2, 3]
Sickle or Kamasw cut10$4028 
orsw imp10U8[2]
Small Axesw+1 cut10U$45310 
Small Macesw+2 cr10U$35310[1]
Small Throwing Axesw+1 cut10U$50310[1]
Throwing Axesw+2 cut10U$60411[1]
        
BOXING, BRAWLING, KARATE, or DX
Barehanded Punchthr-1 crC0[4]
Brass Knucklesthr crC0$100.25[4]
Cestusthr crC0$501[4, 5]
Punch w. Gauntletsthr crC0[4]
Tonfathr crC0$401.5Butt jab [4]
        
BOXING, BRAWLING, or DX
Cutlassthr crC0$5002Hilt punch [4, 5]
        
BRAWLING or DX
Bitethr-1 cr.CNo[4]
Blackjackthr crC0$2017[4]
BRAWLING-2, KARATE-2, or DX-2       
Kickthr crC, 1No[4, 6]
Kick w. Bootsthr+1 crC, 1No[4, 6]
        
BROADSWORD (DX-5, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
Bastard Swordsw+1 cut1, 20U$750511 
orthr+2 imp20U11 
Broadswordsw+1 cut10$600310 
orthr+2 imp1010 
Cavalry Sabersw+1 cut10$500310 
orthr+1 imp1010 
Clubsw+1 cr10$10310 
orthr+1 cr1010 
Edged Rapiersw cut1, 20$1,000310 
orthr+1 imp1, 2010 
Estoc or Tuckthr+2 imp10$500310[3]
orsw+1 cr1010 
Josw cr10$1029 
orthr cr109 
Katanasw+1 cut1, 20$650511 
orthr+1 imp1011 
Large Falchionsw+2 cut10U$6254.511 
orthr-1 imp10U11 
Longswordsw+1 cut10$700410 
orthr+2 imp1, 2010 
        
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
Bolassw+1 cr1-2U$2027[1, 7]
Morningstarsw+3 cr10U$80612[7]
Nunchakusw+1 cr10U$2027[7]
GARROTE (DX-4)       
Garrotespec.CNo$2neg.[8]
        
JITTE/SAI (DX-5, Main-Gauche-4, or Shortsword-3)
Juttesw cr10$4016[9, 10]
orthr cr106 
Saisw cr10$601.57[9, 10]
orthr imp107[1]
        
KNIFE (DX-4, Main-Gauche-3, or Shortsword-3)
Daggerthr-1 impC-1$200.255[1]
Katarsw-3 cutC, 1-1$5016[5, 11]
orthr+1 impC-16[3]
Kukrisw-1 cutC, 10$501.57 
orthr-1 impC07 
Large Knifesw-2 cutC, 1-1$4016 
orthr impC-16[1]
Long Knifesw-1 cutC, 10$1201.57 
orthr impC, 107 
Main-Gauchesw-3 cutC, 10$501.256[5]
orthr impC06 
Short Batonsw-1 crC, 1-1$100.55 
orthr crC-15 
Small Knifesw-3 cutC, 1-1$300.55 
orthr-1 impC-15[1]
Stilettothr-1 impC-1$200.255[3]
Wooden Stakethr(0.5) impC-1$40.55[1]
        
KUSARI (DX-6, Two-Handed Flail-4, or Whip-3)
Kusarisw+2 cr1-4*-2U$70511[7, 9]
orthr+2 cr1-4*-2U11[7, 9]
        
POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
Dueling Glaivesw+2 cut1, 2*0U$8069† 
orthr+3 imp1, 2*09† 
Dueling Halberdsw+4 cut1, 2*0U$1201012† 
orsw+3 imp1, 2*0U12†[2]
orthr+3 imp1, 2*011† 
Glaivesw+3 cut2, 3*0U$100811‡ 
orthr+3 imp1-3*0U11† 
Halberdsw+5 cut2, 3*0U$1501213‡ 
orsw+4 imp2, 3*0U13‡[2]
orthr+3 imp1-3*0U12† 
Monk’s Spadesw+1 cut1, 2*0U$10069† 
orsw+2 cr1, 2*0U9† 
orthr+2 cut1, 2*09† 
Naginatasw+2 cut1, 2*0U$10069† 
orthr+3 imp209† 
Pollaxesw+4 cr1, 2*0U$1201012† 
orsw+3 imp1, 2*0U12†[2]
orthr+3 imp1, 2*011† 
        
RAPIER (DX-5, Broadsword-4, Main-Gauche-3, Saber-3, or Smallsword-3)
Edged Rapiersw cut1, 20F$1,000310 
orthr+1 imp1, 20F10 
Light Edged Rapiersw‑1 cut10F$7002.258 
orthr+1 imp10F8 
Light Rapierthr+1 imp10F$40028 
Rapierthr+1 imp1, 20F$5002.759 
        
SABER (DX-5, Broadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, or Smallsword-3)
Sabersw-1 cut10F$70028 
orthr+1 imp10F8 
        
SHIELD (DX-4 or other Shield at -2)
Shield Bashthr cr1Novar.var. 
Shield Bash w. Spikethr+1 cr1No+$205 
        
SHORTSWORD (DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)
Batonsw cr10$2016 
orthr cr106 
Cutlasssw cut10$50028[5]
orthr+1 imp108 
Falchionsw+1 cut10$400310 
orthr‑2 imp1010 
Large Katarsw‑1 cut10$40028[5, 11]
orthr+2 imp108[3]
Long Knifesw‑1 cut10$1201.57 
orthr impC, 107 
Short Batonsw‑1 crC, 1-1$100.55 
orthr crC-15 
Shortswordsw cut10$40028 
orthr+1 imp108 
Small Falchionsw cut10$20028 
orthr-2 imp108 
        
SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4)
Dress Smallswordthr impC, 10F$30015 
Short Staffsw cr10F$2016 
orthr cr10F6 
Smallswordthr+1 imp10F$4001.55 
        
SPEAR (DX-5, Polearm-4, or Staff-2)
Heavy Spearthr+4 imp2, 3*0U$90611† 
orthr+3 cut30U11† 
Javelinthr+1 imp10$3026[1]
Long Spearthr+2 imp2, 3*0U$60511 
two handsthr+3 imp2, 3*010† 
Pikethr+3 imp4, 5*0U$801312† 
Short Spearthr+1 imp10$3026 
orthr cut106 
Spearthr+2 imp1*0$40410[1]
two handsthr+3 imp1, 2*09† 
Tridentthr+3(0.5) imp1*0U$80511[12]
two handsthr+4(0.5) imp1, 2*010†[12]
        
STAFF (DX-5, Polearm-4, or Spear-2)
Josw+1 cr12$1026† 
orthr+1 cr126† 
Long Staffsw+2 cr2, 32$15510† 
orthr+2 cr2, 3210† 
Polearmsw+2 cr1, 20Uvar.var.var.†Blunt pole [13]
orthr+2 cr1, 20var.†Blunt tip [13]
Quarterstaff or Bosw+2 cr1, 22$1047† 
orthr+2 cr1, 227† 
        
TONFA (DX-5 or Shortsword-3)
Tonfasw cr10$401.57[11]
orthr crC, 107 
        
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
Combat Shovelsw+2 cut10U$100511†[14]
orsw+2 cr10U11† 
Great Axesw+4 cut1, 2*0U$100812‡ 
Humongous Clubsw+6 cr1, 2*0U$1001516‡ 
Long Axesw+3 cut1, 2*0U$75611‡ 
Maulsw+5 cr1, 2*0U$801213‡ 
Scythesw+3 cut10U$15511‡ 
orsw+1 imp10U11‡[2]
Warhammersw+4 imp1, 2*0U$100712‡[2, 3]
        
TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4)
Flailsw+4 cr1, 2*0U$100813†[7]
        
TWO-HANDED SWORD (DX-5 or Broadsword-4)
Bastard Swordsw+2 cut1, 20$750510† 
orthr+3 imp2010† 
Greatswordsw+3 cut1, 20$900712† 
orthr+3 imp2012† 
Josw+1 cr10$1028† 
orthr+1 cr108† 
Katanasw+2 cut1, 20$650510† 
orthr+1 imp1010† 
Longswordsw+1 cut10$70049† 
orthr+3 imp1, 209† 
Naginatasw+3 cut20U$10069† 
orthr+3 imp209† 
Quarterstaff or Bosw+2 cr1, 20$1049† 
orthr+1 cr209† 
        
WHIP (DX-5 or Kusari-3)
Bullwhipsw-5(0.5) cr1-7*-2U$20/yd.0.5/yd.var.[9, 15]
Spiked Whipsw-2(0.5) cr1-7*-2U$20/yd.2/yd.var.[9, 15]

Notes
[1] Can be thrown. See the Ranged Weapons Table (pp. 103-105).
[2] May get stuck; see Picks (Exploits, p. 39).
[3] Specifically designed to target chinks in armor (Exploits, p. 37). Reduce the penalty for this by ‑2.
[4] Armed or unarmed, this attack receives damage bonuses for whichever of Boxing (p. 93), Brawling (pp. 93-94), or Karate (p. 94) is used to deliver it. Claws, like those of catfolk, don’t affect damage with blows assisted by gauntlets, boots, or weapons.
[5] Gives the hand (only) DR 4. A cestus is a glove, mutually exclusive with other gloves. In all other cases, this is a metal hilt; DR is cumulative with that of gloves, but the hilt is too cramped to accommodate metal gauntlets.  This counts as a basket hilt.
[6] If you miss with a kick, roll vs. DX to avoid falling.
[7] Attempts to parry flails and kusaris are at ‑4; knives and fencing weapons (“F” parry) can’t parry at all! Attempts to block such weapons are at ‑2.
[8] A rope garrote; a wire one costs $10. See Garrotes (Exploits, p. 39).
[9] Gets +2 to disarm when wielded with this skill; see Attacking Weapons (Exploits, p. 37).
[10] Improved disarm on your turn after a parry; see Swords (p. 81).
[11] Use Boxing, Brawling, or Karate parry if better than weapon parry.
[12] Tridents are awkward and always have ‑2 to hit, but there’s no additional ‑2 for attacking to disarm; see Attacking Weapons (Exploits, p. 37). The many points give the target ‑1 to Dodge, +1 to Block or Parry.
[13] The butt of a dueling glaive, dueling halberd, naginata, or pollaxe used as a staff. Cost, weight, and ST are as listed for the weapon under the Polearm skill.
[14] Fully functional as a digging shovel. Used by gravedigging undead-slayers.
[15] Specify maximum reach (1-7 yards) when bought. Cost and weight are per yard. The bullwhip requires ST 3, +1 per yard. The spiked whip requires ST 5, +1 per yard. Many special rules apply; see Whips (Exploits, p. 39).


RANGED WEAPON TABLES
WeaponDamageAccRangeWeightShotsCostSTBulkNotes
BLOWPIPE (DX-6)
Blowpipe1d-3 pi-1x41/0.051(2)$302-6[1, 2]
          
BOLAS (No default)
Bolasthr-1 cr0x32T(1)$207-2[3]
          
BOW (DX-5)
Composite Bowthr+3 imp3x20/x254/0.11(2)$90010†-7 
Longbowthr+2 imp3x15/x203/0.11(2)$20011†-8 
Regular Bowthr+1 imp2x15/x202/0.11(2)$10010†-7 
Short Bowthr imp1x10/x151.5/0.11(2)$507†-6 
          
CROSSBOW (DX-4)
Composite crossbowthr+5 imp4x25/x307/0.061(4)$9508†-6 
Crossbowthr+4 imp4x20/x256/0.061(4)$1507†-6 
Pistol crossbowthr+2 imp1x15/x204/0.061(4)$1507-4[2]
Proddthr+4 pi2x20/x256/0.061(4)$1507†-6 
          
LASSO (No default)
Lariatspec.0103T(2)$407†-2[3]
          
NET (Cloak-5)
Large Netspec.1spec.20T(1)$4011-6[2, 3, 4]
Melee Netspec.1spec.5T(1)$208-4[3, 4]
          
SLING (DX-6)
Heavy Slingsw+2 cr1x3/x61/11(2)$208†-5 
Slingsw pi0x6/x100.5/0.051(2)$206-4[2]
Staff Slingsw+1 pi1x10/x152/0.051(2)$207†-6 
          
SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4)
Atlatl11(1)$20[2]
with Dartsw-1 imp1x3/x41$205-3[5]
with Javelinsw+1 imp3x2/x32$306-4[5]
Woomera21(1)$40[2]
with Spearsw+3 imp2x1.5/x24$409-6[5]
          
THROWN WEAPON (AXE/MACE) (DX-4)
Hatchetsw cut1x1.5/x2.52T(1)$408-2[6]
Macesw+3 cr1x0.5/x15T(1)$5012-4 
Small Macesw+2 cr1x1/x1.53T(1)$3510-3 
Small Throwing Axesw+1 cut1x1/x1.53T(1)$5010-3[6]
Throwing Axesw+2 cut2x1/x1.54T(1)$6011-3[6]
          
THROWN WEAPON (DART) (DX-4 or Throwing-2)
Throwing Dartthr imp1x2.5/x3.51T(1)$206-2 
          
THROWN WEAPON (DISC) (DX-4 or Throwing-2)
Light Shieldthr+2 cr2x4/x61T(1)6-3[7] 
Small Shieldthr+2 cr2x1/x31T(1)8-4[7] 
          
THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2)
Harpoonthr+5 imp2x1/x1.56T(1)$6011-6[8]
          
THROWN WEAPON (KNIFE) (DX-4)
Daggerthr-1 imp0x0.5/x10.25T(1)$205-1 
Large Knifethr imp0x0.8/x1.51T(1)$406-2[9]
Large Throwing Knifethr imp1x1/x21T(1)$406-1 
Saithr imp0x0.8/x1.51.5T(1)$607-3 
Small Knifethr-1 imp0x0.5/x10.5T(1)$305-1 
Small Throwing Knifethr-1 imp1x0.8/x1.50.5T(1)$3050[9]
Wooden Stakethr(0.5) imp0x0.5/x10.5T(1)$45-2 
          
THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2)
Spike Shurikenthr-2 imp1x0.5/x10.1T(1)$350 
Star Shurikenthr-1 cut1x0.5/x10.1T(1)$350 
          
THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2)
Javelinthr+1 imp3x1.5/x2.52T(1)$306-4 
Spearthr+3 imp2x1/x1.54T(1)$409-6 
          
THROWN WEAPON (STICK) (DX-4)
Boomerangsw cr2x6/x101T(1)$206-2 

Notes
[1] Usually poisoned (Poisons, pp. 115-116), but must penetrate DR to deliver poison.
[2] Requires two hands to ready, but only one hand to attack.
[3] May entangle or ensnare target; see Special Rules for Thrown Weapons (Exploits, pp. 43-45).
[4] A net has no 1/2D Range. Max Range is (ST/2 + Skill/5) for a large net and (ST + Skill/5) for a melee net; round down. A melee net can also be held and used as a melee weapon with reach 1, 2.
[5] An atlatl hurls standard throwing darts or javelins; a woomera hurls standard spears. Compare the Thrown Weapon (Dart) and Thrown Weapon (Spear) listings.
[6] Dedicated throwing axes and hatchets that lack proper handles cost $10 less, but give -2 to skill as melee weapons (and thus -1 to Parry).
[7] Shield must having the Throwing Quality.
[8] Tethered. See Harpoons (Exploits, p. 44).
[9] In melee combat, small and large throwing knives work, respectively, as small and large knives, but give -2 to skill (and thus -1 to Parry on top of the usual -1 to Parry for knives).

AMMUNITION TABLES
WeaponProjectileCostWeightPer PoundNotes
BlowpipeDart$0.100.0520 ($2)[1]
Bow (any)Arrow$20.110 ($20) 
Crossbow (any)Bolt$20.0616 ($32) 
Heavy SlingShaped Rock$111 ($1) 
 Unshaped Rock$011 ($0)[2]
ProddLead Pellet$0.100.0616 ($1.60) 
Sling or Staff SlingLead Bullet$0.100.0616 ($1.60)[3]
 Shaped Stone$0.050.0520 ($1) 
 Unshaped Stone$00.0520 ($0)[2]

Notes
[1] Usually poisoned. Add the cost of one dose of poison per dart.
[2] Ordinary rocks and stones can be found almost anywhere (in combat, make a Scrounging roll), but are less accurate: ‑1 to hit.
[3] Lead bullets give +1 damage and double range.

Bodkin Point: Narrow, hardened point for piercing armor. Changes damage type to piercing and adds an armor divisor of (2), halving the target’s DR. Cost and weight are unchanged.

Cutting Point: Broad, edged points for slicing and dicing from afar. Changes damage type to cutting. Cost and weight are unchanged.

Flaming: Oil-soaked bundle behind the head of any regular, bodkin, or cutting arrow or bolt. Takes a Ready maneuver to ignite before use (assuming you have flame!). Must be fired within three seconds of ignition. Clumsy in flight (‑2 to hit), but does one point of burning damage as a follow-up; see Follow-Ups (Exploits, p. 56). Add $2 after any cost factors; no appreciable effect on weight.


Weapon Modifiers

Fist Load: Blackjack, brass knuckles, or cestus.
Melee Weapon: Any weapon on the Melee Weapons Table (pp. 98-103).
Metal Weapon: Any melee weapon, thrown weapon, or projectile capable of cutting, impaling, or piercing damage, save for a rock or wooden stake. Brass knuckles, bullets, juttes, kusaris, maces, morningstars, mauls, and pellets also have enough metal to count.
Projectile: Anything in Pass the Ammunition! (p. 104) but an unshaped rock or stone.
Stick: Any atlatl, baton, boomerang, club, jo, staff, stake, or woomera.
Thrown Weapon: Anything on the Ranged Weapons Table (pp. 103-105) with Shots “T.”
Improvised weapons can’t have modifiers – though random items can still be made by dwarves, made of silver, etc.
Each modifier has a cost factor (CF). Modifiers are “stackable” except as noted. To find final weapon cost, add CF for the chosen modifiers and then multiply the weapon’s list cost by (1 + total CF).

(Some of these rules are taken from Low-Tech Companion 2 "Weapon Design", some from DF 11 Treasure tables, the rest from DFRPG Adventurers.)

Axe Head: A swung, hafted weapon can have an axe head behind its striking head. This inflicts cutting damage. On a swung impaling weapon (e.g., pick), this is at +1 relative to its impaling attack. On a swung crushing weapon, this is at -1 with respect to its crushing attack. On an axe, simply use the listed damage for either head! An axe with two heads is “double-bitted.” The second head is mostly useful if the first one breaks; on a “broken weapon” result from a critical failure, only one blade breaks and the weapon can still be used. Turning it to use the backup head is a free action. Base cost is +$30.Weight is +1 lb. Applicability: Swung, hafted weapons.

Armor-Piercer: The weapon is optimized for penetrating armor. Its impaling attack gets -1 to basic damage but gains an armor divisor of (2). If it has multiple impaling attack modes, some or all of the heads may be so designed. Decide this when the weapon is forged; it doesn’t affect cost. For swords and knives with this modification, change any cutting attack to crushing; other weapons are unaffected. CF is +3 for arrows, swords, knives, and other blades; +9 for all other weapons. No other stats change. Applicability: Melee or thrown weapons, or missiles, capable of impaling damage.

Balanced*: +1 to skill with a melee or thrown weapon, or a projectile – or +1 Acc for a blowpipe, bow, or crossbow. Off limits for fist loads and sticks. Any allowed weapon: +4 CF.

Barbs: Harpoons and war arrows are normally barbed at no extra cost. Certain other impaling weapons can be made barbed. Such barbs are generally raked cut-outs, not extra bits that stick out and reduce penetration. They don’t affect damage – but pulling the weapon out requires a ST roll and inflicts half the injury it caused going in, like a pick (see pp. B405-406). These rules don’t apply when using the barbed weapon for a non-impaling attack (like the Tip Slash described in GURPS Low-Tech and Martial Arts). Base cost is +$60. No effect on other stats. Applicability: Spears; polearms with spear points.

Bow-Harp: A bow that can be used as either a weapon or a harp on any given turn. Used by bards. Adds 1.5 lbs. to bow weight. Any bow (not crossbow): +5 CF. Climber’s: Blade, prong, and/or handle design lets you climb with the weapon ready. Gives +1 to Climbing skill (a pair still gives just +1). Any hatchet, jutte, pick, sai, sickle, tonfa, or one-handed axe: +4 CF.

Butt Spike: Melee weapons with long shafts can have butt spikes. These come in two varieties. Either disrupts the weapon’s balance for throwing: -2 to hit when hurling it. The first version is a metal shoe that facilitates planting the shaft in the ground. When delivering a butt strike, treat the weapon as a quarterstaff; the spike doesn’t do impaling damage, but does give +1 to crushing damage from a thrust. Base cost is +$10. No effect on other stats. Applicability: Spears; hafted weapons; polearms. The second version is a small spear point, allowing a butt strike for impaling damage, at -1 relative to the weapon’s usual thrusting damage. Base cost is +$20. No effect on other stats. Applicability: Spears; polearms.
For iron-shod staffs, see Flanges, Spikes, or End Caps (below).

Chain: A weapon with a thin cord can be made with a chain instead, removing the thin cord vulnerability; see Breakage When Attacked (p. 22). For a bolas made with weighted metal chains, stats are unchanged – metal is pricier and denser than cord and wood, but there’s much less of it. For other weapons, base cost is +$20 and weight is +0.5 lb. Applicability: Bola perdida; bolas; nunchaku; thonged club.

Cheap†: +2 to odds of breakage (see p. B376). All weapons: -0.6 CF.

Dragonbone‡: Instead of wood for shafts and handles, weapons may be made with hard, lightweight, alchemically treated dragonbone, which is as durable as orichalcum. Dragonbone weapons and projectiles don’t break, and other weapons have a +2 chance of breaking when parrying a heavy dragonbone one. Dragon bone isn’t flexible, so bows may not be made from it.  Wooden weapons:  +24 CF.

Dwarven: Changes a Parry of 0U to 0, letting a weapon that can’t normally parry and attack on the same turn do just that. Doesn’t prevent the weapon from becoming unready after attacking (‡ on ST). Any unbalanced melee weapon: +4 CF.

Elven: Lets a bow shoot at +2 to ST for range and damage purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow (not crossbow): +16 CF.

Falchion: This modification redesigns a sword or a knife into a heavier variant used primarily for cutting and chopping. The option is named for the shortsword version. Starting with a non-falchion blade of a given type, apply +1 to swing damage but -1 to thrust damage. Falchions of broadsword size or higher are unbalanced; add a U to their Parry stat. CF is +0.25. Weight is +50%. Find the weapon’s new ST stat from its final weight (see Determining Weapon ST Table below). Applicability: Knives; swords.

Fine†: ‑1 to odds of breakage (Parrying Heavy Weapons, Exploits, p. 49) and +1 to cutting and impaling damage for a melee or thrown weapon, or a projectile – or +20% to 1/2D and Max for a blowpipe, bow, or crossbow. Projectiles, and crushing- or impaling-only melee or thrown weapons: +2 CF. Fencing weapons (p. 81), swords (pp. 81-82), blowpipes, bows, and crossbows: +3 CF. Other cutting melee or thrown weapons: +9 CF.

Flanges, Spikes, or End Caps: Blunt, hafted weapons such as clubs, mauls, round maces, and sticks may be given flanges or multiple small spikes – in game terms, the two features are equivalent. These give +1 to crushing damage when swinging or thrusting. Base cost is +40%. No effect on other stats. Applicability: Hafted crushing weapons.
Most TL2+ maces, flails, and polearms with crushing attacks are already flanged or spiked. Unflanged versions of typically flanged weapons do -1 crushing damage. CF is -0.3. Applicability: Flails; maces other than round ones; morningstars; polearms. Wooden staffs typically have end caps to increase striking damage. Weapon stats on tables already account for these. Staffs may lack these, for -1 to swinging and thrusting damage, -$5 base cost, and -1 lb. weight. Applicability: Staffs.

Handles
Long: Any hafted or pole weapon can have a longer handle. This is most common on spears for massed battlefield use – simply use the stats for a long spear or a pike, as length dictates.
For longer polearms, an additional yard of length gives +1 to swing damage and +1 to Reach, but adds a turn of ready time after an attack. CF is +0.33. Weight is +33%. Base ST on the weapon’s new weight (see Determining Weapon ST, pp. 15-16). Applicability: Polearms.
For longer axes and maces, an additional yard of length gives +1 to swing damage and +1 to Reach. A weapon that isn’t already unbalanced gets a U on its Parry stat. CF is +0.5. Weight is +50%. Find ST from the new weight. Applicability: Axes; maces; picks. A long handle can be retrofitted to existing weapon.
Short: The three-yard polearms in the GURPS Basic Set are for formation fighting; such lengths are necessary to strike at a foe held at bay by pikes. Shorter versions are better-suited to self-defense. Short polearms get -1 to swing damage and -1 to Reach (minimum Reach 1). Subtract a flat $20 from base cost and 2 lbs. from base weight. Find ST from the weapon’s new weight (see Determining Weapon ST, pp. 15-16). They no longer become unready after a swing, and can parry on the same turn as a thrust (no U on Parry in that case). They still require two hands, and call for a Ready to adjust Reach. Applicability: Polearms with Reach 3+.
A short handle can be retrofitted to existing weapon. Dueling polearms are already shortened in this fashion and can’t be shortened further!

Hilts
Adding: A hilt on a weapon that normally lacks one gives +1 to Parry but -1 to Holdout. This also changes the weapon’s balance; the user fights at -2 to skill until he has familiarized himself with the thing (see Familiarity, p. B169). CF is +0.25. Weight is +0.25 lb. Applicability: Hafted weapons (axes, flails, maces, etc.); polearms; sticks. Staffs can have hilts, but the reduced ability to move the hands around for better leverage and position offsets the +1 to Parry, resulting in an unchanged Parry statistic.
Removing: Removing the hilt from a weapon that normally has one gives -1 to Parry but +1 to Holdout (hiltless weapons are easier to conceal!). CF is -0.25.Weight is -0.25 lb., except for weapons that weigh less than 1 lb., which don’t change in weight because their hilts are too small to affect overall weight significantly. Applicability: Knives (but not dedicated throwing knives, which already lack a hilt); swords.
Basket:  A basket hilt is a metal guard on a weapon’s hilt that wraps around and protects the wielder’s hand. The hand gets DR 4, cumulative with glove DR – although the hilt is too cramped for metal gauntlets. The guard also gives +1 to punching damage. The change in the weapon’s balance and feel gives the user -2 to skill until he familiarizes himself it (see Familiarity, p. B169). CF for an enclosed hilt (hand DR always applies) is +0.25; weight is +0.25 lb. CF for an open-frame or partial basket hilt (DR applies on 1-3 on 1d) is still +0.25; however, weight is unchanged. Stats for weapons that include a basket hilt already reflect this. Applicability: Anything with a hilt.

Hammer Head: A swung, hafted cutting or impaling weapon can have a hammer head behind its striking head. Damage is that of its usual swinging attack, but crushing. Base cost is +$25. Weight is +0.5 lb. Applicability: Swung, hafted cutting or impaling weapons.

Hook: A swung weapon – even a sword! – can have a small hook to enable the Hook technique (see GURPS Martial Arts). Hooking inflicts thrust-2 cutting for a one-handed weapon, thrust-1 for a two-handed one. The hook can be blunt in order to snag victims without causing damage, but this is no cheaper. Base cost is +$25. No effect on other stats. Applicability: Swung weapons.

Kusari, Two-Yard: A weapon with Reach 1+ can have a short kusari (weighted chain) attached. Use the stats on p. B272, but Reach is only 1, 2*. It goes on the head or butt of an impact or pole weapon, on the pommel of a club or sword (to put it inside another weapon, see Hidden Weapons in GURPS Martial Arts). The wielder may use his weapon normally or swing the chain using the Kusari skill. A butt- or pommel-mounted kusari makes the weapon two-handed, if it wasn’t already; one hand controls the chain at all times. A head-mounted kusari may be used one-handed, but the wielder can use only the kusari or the base weapon at any given time – choose each turn. Base cost is +$40. Weight is +2.5 lbs. Applicability: Weapons with Reach 1+.

Kusari, Four-Yard: As above, but the kusari is full-sized (Reach 1-4*) and always used two-handed. Base cost is +$80. Weight is +5 lbs.

Meteoric‡: Meteoric iron is immune to magic – Bladeturning, Missile Shield, Steelwraith, and so on won’t stop it, and Making and Breaking spells can’t destroy it. It can’t be magical, compose a power item, or benefit from weapon-enhancing spells or magical repairs. Any metal weapon: +19 CF.

Orichalcum‡: Orichalcum weapons won’t break. Non-orichalcum weapons have +2 to odds of breakage when parrying heavy orichalcum ones. Any metal weapon: +29 CF. Ornate: Jewels, gold, etc. Improves reactions from buyers (and gullible hirelings!). All weapons except projectiles and sticks: +1 to reactions for +1 CF, +2 for +4 CF, or +3 for +9 CF.

Poorly Balanced*: -1 to skill with any melee weapon, thrown weapon, or projectile, or -1 Acc for a missile weapon: -0.6 CF.

Poison Metal‡: A dangerous, eldritch alloy, poison metal has the same effect as poisonwood on its targets, but it is also dangerous to its owner. For every week an adventurer has a poison metal in his possession (even if he doesn’t actually use it), make a roll against HT-2. On a failed roll, he loses a point of HT. HT lost to possession of poison metal is recovered at one point per week after he has gotten rid of all of his poison-metal items. Any metal +49.

Poisonwood‡: Spears, arrows, and wooden stakes may be made from this toxic wood. It acts as a follow-up agent with a five-minute delay and a HT+2 roll to resist. It does one point of toxic damage and one point of fatigue damage for six hourly cycles. Impaling wooden +9.

Pick: A swung, hafted crushing or cutting weapon can have a hardened spike at right angles to its haft. Damage is that of its usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck (see p. B405). The weapon also gains the benefits of a hook. Base cost is +$50. Weight is +0.5 lb. Applicability: Swung, hafted crushing or cutting weapons.

Prongs: A non-Jitte/Sai weapon can have prongs added around the head (if a spear or hafted) or just above the handle (if a blade). It may have one large prong or two smaller ones; the effects are identical. Prongs give the wielder +2 in Quick Contests to disarm. There’s no effect on the penalty to hit with a disarm attempt. On a spear, such prongs also prevent enemies from running themselves through to close with you (see Holding a Foe at Bay in GURPS Martial Arts). Base cost is +$50. Weight is +0.5 lb. Applicability: Weapons not used with Jitte/Sai skill.

Sickle: A swung, hafted weapon can have a small sickle head. Damage is equivalent to that of its usual swinging attack, but at -1 and cutting or -2 and impaling. The weapon also gains the benefits of a hook. Base cost is +$30. Weight is +0.5 lb. Applicability: Swung, hafted weapons.

Spearhead: A hafted weapon can add a small spearhead or spike that does thrust+1 impaling one-handed, thrust+2 two-handed. Base cost is +$20. Weight is +0.5 lb. Applicability: Hafted weapons. A full-sized spearhead does thrust+2 impaling one-handed, thrust+3 two-handed. Base cost is +$30. Weight is +1 lb. Applicability: Hafted weapons.
Some weapons – especially ceremonial polearms – have very long spikes. These add +1 to both minimum and maximum Reach for the thrust impaling attack only. Base cost is +$50. Weight is +0.5 lb. Applicability: Weapons that already have a thrust impaling attack – if necessary, because of an added spearhead.
Any additional spearhead – long or short – can be multitined. A forked or trident head is most common. Multiple tines make the weapon tip-heavy (-2 to hit) and easy to intercept (+1 to Block or Parry vs. thrusting attacks with the tined head), and distribute the force of impact (armor divisor (0.5)), but are tricky to evade (-1 to enemy’s Dodge) and cause a nastier wound (+1 damage). For a full-sized spearhead or a long spike, tines also add a U to the weapon’s Parry statistic. While tines mean more points, each spike is thinner; cost and weight are unchanged.

Silver†‡: Metal melee weapons, thrown weapons, or projectiles can be made of solid silver pure enough to exploit monster vulnerabilities, but have +2 to odds of breakage: +19 CF. Silver coating for such weapons doesn’t worsen breakage, but affects monsters less (x2 injury becomes x1.5, x3 becomes x2, and x4 becomes x3): +2 CF.

Sylvan: The greatest stick craftsmanship known to elf-kind, has -1 to odds of breakage and can be made fine (+2 CF) for another -1 to odds of breakage. Its density concentrates the force of blows, giving +1 to damage as well! Makes it "Elven". Wooden sticks (batons, light clubs, quarterstaffs, etc.) only: +15 CF.

Tempered Glass:  An extremely durable glass-like material made by reclusive elven glaziers. It is exceptionally sharp; cutting or impaling weapons made from tempered glass get +1 damage per die. However, it is as durable as any metal weapon as well as being resistant to acid and electrical attacks. Makes it "Elven". Any cutting +29.

Throwable
Melee weapons may be innately dual-purpose, and also balanced for throwing (e.g., javelin or mace); single-purpose (e.g., axe), but with a dual-purpose variant (in this case, the throwing axe); or exclusively single-purpose, with no throwable variant (e.g., swords and polearms).
A normally dual-purpose weapon can be balanced only for throwing. Subtract a flat $10 from base cost. It may lack a real handle and possibly any useful grip, like a cruciform throwing axe or a dedicated throwing knife. In melee, this gives -2 to skill. Applicability: Axes; knives.
A single-purpose melee weapon that’s sometimes balanced for throwing can be had in its dual-purpose variant for an extra $10 to base cost; e.g., an axe costs $50, while a throwing axe is $60.Most such weapons already appear on weapon tables. Use this modifier for melee weapons that you know can be thrown but can’t find listed as such. Applicability: Axes; knives; sticks.
In a fantasy or cinematic campaign, the GM may allow dual-purpose variants of melee weapons that are never balanced for throwing in reality! CF is +1 for swords, +9 for anything else. Applicability: Any weapon.
In the latter two cases, long weapons (other than spears) are difficult to balance for throwing. Anything with Reach 2+ suffers a penalty equal to (1 - maximum Reach) to ranged attacks, despite being modified for throwing; e.g., a greatsword (Reach 2) made throwable gives 1 - 2 = -1. The long handle modification gives an extra -1. For range, see Throwing the Unthrowable (p. 17). Making the weapon throwable reduces the -4 to hit given there to the above penalties, but doesn’t improve range.

Training Weapons
Training weapons are blunted, less-rigid, padded, and/or made of softer materials. All modifications below are relative to a good quality weapon.
Blunt: A cutting or cut-and-thrust weapon that isn’t sharpened, but could be. Damage type becomes crushing. No other stats change.
Flexible: A thrusting-only weapon made whippy, with a button tip. Treat as a blunt that gets -2 to crushing damage. No other stats change.
Heavy Blunt: An overweight weapon – blunt and unable to take an edge, if bladed – designed to develop the muscles used to control it. Damage becomes crushing, at +1 for swings but -1 for thrusts. Base cost is 20% usual.Weight is +100%. Calculate its ST statistic from its new weight (see Determining Weapon ST, pp. 15- 16). No other stats change.
Padded: A wooden weapon wrapped with cloth or other padding. Damage becomes crushing, at -2 for thrusts and -4 for swings. Base cost is 5% usual. No other stats change.
Ultra-Light: A light, flexible nonmetallic weapon for competition – usually aimed at an armored target to allow full-powered hits without injury. Damage becomes crushing, with an armor divisor of (0.5). Base cost is 5% usual. Weight is -40%. Calculate its ST statistic from its new weight (see Determining Weapon ST, pp. 15-16). No other stats change.
Wooden: A hard wooden version of a metal weapon. Damage becomes crushing but isn’t reduced – such weapons are quite capable of beating someone to death or shattering bones. Sharp-tipped wooden weapons are possible; see Weapon Composition in GURPS Low-Tech. Base cost is 5-10% usual. No other stats change.

Very Fine†: ‑2 to odds of breakage; also +2 to damage for any cutting or impaling weapon. Crushing-only melee and thrown weapons: +14 CF. Fencing weapons, knives, and swords: +19 CF. Other melee or thrown weapons, and projectiles: +49 CF.

* Balanced and poorly balanced are mutually exclusive.
† Cheap, fine, very fine, and solid silver are mutually exclusive.
‡ Meteoric, dragonbone, orichalcum, poison metal, poison wood, and solid silver are mutually exclusive – although all but solid silver can be silver-coated.

DETERMINING WEAPON ST
Many weapon customization options affect weight. This may alter the weapon’s ST stat. Find its new ST using these rules (which can estimate ST for any hand weapon):
1. Apply weight modifiers to base weight. For example, a 6-lb. weapon with options that add +50% and +0.5 lb. weighs 6 + 3 + 0.5 = 9.5 lbs.
2. For a one-handed weapon, use full weight to find ST. For a two-handed weapon, use 2/3 of its weight. Treat lances as one-handed here.
3. Read ST from the lightest applicable weight bracket on this table:

Effective WeightSTEffective WeightST
Less than 1 lb.5Less than 10 lbs.13
Less than 2 lbs.6Less than 12 lbs.14
Less than 3 lbs.8Less than 14 lbs. 15 
Less than 4 lbs.10Less than 16 lbs.16
Less than 6 lbs.11+2 lbs.+1
Less than 8 lbs.12  



SHIELD TABLES
ShieldDBCostWeightNotes
CLOAK (DX-5, Net-4, or Shield (any)-4)
Light Cloak1$202[1]
Heavy Cloak2$505[1]
     
SHIELD (DX-4 or other Shield at -2)
Small Shield1$408[2, 3] 
Medium Shield2$6015[2, 3] 
Large Shield3$9025[2, 4] 

Notes
[1] Can be used offensively to Feint or grapple at reach C, 1 (but not for a shield bash or rush). A cloak occupies a hand, and a failed block may endanger your arm.
[2] Can be used offensively for a Feint, shield bash (see the Melee Weapons Table, pp. 98-103), or shield rush (Slams, Tramples, and Overruns, Exploits, p. 40). A spike that gives +1 to damage adds $20 to cost and 5 lbs. to weight before shield modifiers.
[3] Also available as a buckler. You can ready a buckler with one Ready maneuver and drop it as a free action, like a weapon – but it occupies a hand, can be dropped, and doesn’t allow a shield rush. Use Shield (Buckler) skill instead of Shield skill. No effect on statistics.
[4] Large shields get in the way: ‑2 to all attacks with the other hand (but not with the shield) unless you have Shield- Wall Training (p. 29). In close combat, apply ‑3 for DB instead, not as well; Shield-Wall Training doesn’t cancel this.

Shield Modifiers
As with weapons, it’s possible to apply modifiers to shields, including bucklers but not cloaks (with one exception). These have cost factors (CF) that affect price according to the rules for weapons: multiply list cost by (1 + total CF).

Alternate Grips: A shield normally has only one type of grip. You can add a second style, enabling you to wield the same shield with Shield or Shield (Buckler). You can even switch between these two grips in combat; this takes a number of Ready maneuvers equal to DB, and the rules to ready that style of grip apply. Base cost is +$20. Weight is +2 lbs.

Balanced: +1 to Shield skill. +4 CF.

Blades: Some small bucklers (e.g., the Indian madu) have one or two knife blades attached to the grip. Attacks with these are somewhat more effective than blows struck with a knife held in the shield hand – a buckler with fixed blades gives only -1 to Knife and Shield (Buckler), not the -2 under Shield-Hand Weapons (Low-Tech Companion 2 p. 19). However, critical failure on a block means the wielder jabs himself with his blade; it inflicts its usual impaling damage on a randomhit location. Cost and weight are simply those of the chosen knives.

Blade-Edged: The edge of the shield is sharpened, if metal, or has a sharpened band attached to it. The user can swing it (roll against Shield at -1) for sw-2 cut. If a throwing shield is also blade-edged, it does cut rather than cr damage. Metallic +14 CF, Nonmetallic: +29 CF.

Boss: The standard shield boss is domed in shape. All of the shields in GURPS Low-Tech include such a boss, but this can be omitted. A shield without a boss gets -1 to shield-bash damage. Base cost is -$25.Weight is -2 lbs. If cost would be $0 or less, or weight would be 0 lbs. or less, then the shield in question is nothing but boss and can’t use this modifier. One can replace a domed boss with a conical one. The point gives +1 to crushing damage in a shield bash (p. B273). Base cost is +$20. Weight is +5 lbs. Adjust HP to match the new weight. Finally, a shield can have a long spike. This, too, gives +1 to shield-bash damage; it also makes the attack impaling. It costs and weighs as much as a conical boss (above), but can get stuck like a pick (p. B405). It’s also damage-prone. Roll 1d after every block attempt; on a 1, the spike breaks off!

Disarming Spikes: This option adds two or more short spikes to the shield’s rim to help catch weapons. On the turn after a successful block, the wielder may attempt to disarm his attacker at +1. Critical failure on a block means that a spike stabs the wielder: 1d-3 impaling damage to a random hit location. Base cost is +$30. Weight is +1 lb. (this doesn’t increase HP).

Dwarven*†: Hefty iron instead of wood. Adds +1 damage with a shield bash or rush (cumulative with +1 for a spike) and makes the shield fireproof. Doubles weight! +4 CF.

Fine†: Shield has the same DB at only 3/4 of its usual weight. +9 CF.

Lance Cutout: This is a scallop cut into a top corner of a shield. It grants +1 to Lance skill, not cumulative with the bonus for a lancerest (see GURPS Low-Tech). It’s normally used only in tournaments. Base cost is +$30. Other stats are unchanged.

Lantern Hook: A hook attached to the center of a shield for hanging a lantern! Base cost is +$20. Weight is +0.5 lb. (this doesn’t increase HP).

Meteoric*†: Resists magic as for the weapon modifier (p. 106), adds +1 damage with a shield bash or rush (cumulative with +1 for a spike), and is fireproof. Doubles weight! +99 CF.

Mirrored: Polished or silvered to reflect gaze attacks. A successful Block against such an attack allows an immediate Shield roll to redirect the curse at anyone within its usual range. If the gaze allows a resistance roll, the target of a reflected gaze resists at +3. Dwarven, meteoric, or orichalcum shields: +2 CF. Other shields: +6 CF.

Orichalcum*†: Shield has the same DB at only 2/3 of its usual weight, gives non-orichalcum weapons +2 to odds of breakage when parrying a shield bash or rush, and is fireproof. +149 CF.

Ornate: Also allowed on cloaks. Impresses plebes as for the weapon modifier (p. 106): +1 to reactions for +1 CF, +2 for +4 CF, or +3 for +9 CF.

Throwing: Light or Small. The round shape of the shield is carefully balanced for throwing. See Thrown Shields (below) for stats. +3 CF.

* Dwarven, meteoric, and orichalcum are mutually exclusive.
† Weight effects multiply together. A fine dwarven or fine meteoric shield has 1.5 times usual weight; a fine orichalcum one is half usual weight.

This message was last edited by the player at 04:07, Sun 08 Mar.

Jareth Mooncalled
 player, 1865 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 4/10
Fri 31 Jan 2020
at 06:40
Re: DFRPG adjustments?
ARMOR TABLE
ArmorDRHead (Full Face)BodyArmsHandsLegsFeetSuitNotes
Light Cloth, Leather, Furs1$13 (+$5)$53$25$5$37$17$150 
-----weight 1.5 (+0.6)6.330.64.52.118 
Heavy Cloth, Leather, Furs2$38 (+$15)$158$75$15$112$52$450 
weight 3 (+1.2)12.661.294.236 
Light Mail3/1$125 (+$50)$525$250$50$375$175$1,500[1, 2]
weight 3 (+1.2)12.661.294.236 
Light Scale3/2$80 (+$32)$336$160$32$240$112$960[1, 2]
weight 4 (+1.6)16.881.6125.648 
Light Segmented Plate3$150 (+$60)$630$300$60$450$210$1,800[2, 3]
weight 4 (+1.6)16.881.6125.648 
Mail4/2$225 (+$90)$945$450$90$675$315$2,700[1, 2]
weight 3.8 (+1.5)15.87.51.511.25.245 
Scale4/3$138 (+$55)$578$275$55$412$192$1,650[1, 2]
weight 7 (+2.8)29.4142.8219.884 
Segmented Plate4$225 (+$90)$945$450$90$675$315$2,700[2, 3]
weight 6 (+2.4)25.2122.4188.472 
Heavy Mail5/3$300 (+$120)$1,260$600$120$900$420$3,600[1, 2]
weight 4.5 (+1.8)18.991.813.56.354 
Heavy Scale5$275 (+$110)$1,155$550$110$825$385$3,300[2]
weight 10 (+4)422043014120 
Heavy Segmented Plate5$300 (+$120)$1,260$600$120$900$420$3,600[2, 3]
weight 8 (+3.2)33.6163.22411.296 
Brigandine5$450 (+$180)$1,890$900$180$1,350$630$5,400[2, 3]
weight 5 (+2)2110215760 
Plate6$625 (+$250)$2,625$1,250$250$1,875$875$7,500[2, 3]
weight 5 (+2)2110215760 
Heavy Plate7$750 (+$300)$3,150$1,500$300$2,250$1,050$9,000[2, 3]
weight 6 (+2.4)25.2122.4188.472 
Extra-Heavy Plate8$875 (+$350)$3,675$1,750$350$2,625$1,225$10,500[2, 3]
weight 7 (+2.8)29.4142.8219.884 
Epic Plate9$1,000 (+$400)$4,200$2,000$400$3,000$1,400$12,000[2, 3]
weight 8 (+3.2)33.6163.22411.296 

Notes
[1] Use lower DR against crushing attacks.
[2] Considered metal for the purposes of armor modifiers, lightning damage, reaction penalties in town, etc.
[3] Considered plate armor when adding armor modifiers or buying breastplates.


Armor Modifiers  (some of these modifiers are from my home game, but they were pulled from Low-Tech and DF 8 Treasure tables so the numbers are Kosher).

Armor – like weapons and shields – can have modifiers. These result in cost factors (CF) that affect price as explained for weapons: multiply list cost by (1 + total CF). Most are specific to particular kinds of armor!

Cheap: This might be mass-produced munitions armor, issued to an army’s rank and file; alternatively, the armor could be the work of an inexperienced armorer, or incorporate low-grade materials. Cheap armor has -1 DR. -0.6 CF; weight is unchanged.

Dark One Living Armor: Leather and scale. The result of magically assisted “genetic engineering,” this armor is a living colony of remarkable lichens that works to treat the wearer's injuries. After any cutting, impaling, or piercing injury to a location protected by the armor, roll 3d.  On 15 or less, a sticky secretion covers the wound; when the battle ends, the wearer instantly enjoys the benefits of bandaging. If a limb protected by such armor takes crippling injury, the wearer has +1 on the HT roll to determine the crippling wound's duration. +49 CF.

Dragonhide*: Heavy leather armor (DR 2) can be dragonhide. This provides from +1 to +4 DR, depending on the dragon, and double that DR bonus against fire. (Dragonhide with up to +7 DR – and unusual dragonhide that doubles its bonus vs. acid, cold, or other damage – exists but isn’t for sale.) It also gives ‑3 reactions from dragons! Weight and cost depend on DR bonus: +1 DR (+2 vs. fire) is 1.25x weight and +29 CF; +2 DR (+4 vs. fire) is 1.5x weight and +35 CF; +3 DR (+6 vs. fire) is 1.75x weight and +41 CF; and +4 DR (+8 vs. fire) is 2x weight and +47 CF.

Dwarven: Dwarves can forge DR 6-9 plate armor (note [3]) to be harder! This gives +1 DR without raising weight. +4 CF.

Elven: Elven mail uses the higher DR listed for the base armor against all damage – don’t reduce its DR vs. crushing attacks. Any mail: +3 CF.

Feathers:  Feathers can be woven into cloth armor, adds +1 DR versus light ranged weapons (ammo weight 1 lbs or less).  Counts as Ornate +1 (no further Ornate can be added).  Costs $2,000.

Fine*: Expertly fitted, with no waste material. Offers full DR at 3/4 of the usual weight. Only fits wearers whose height and weight match the original owner’s! Any armor: +9 CF.

Giant-Spider Silk: Improves light cloth armor (DR 1) to DR 2 without raising weight – and allows it to be worn under other armor (+2 DR) without -1 to DX for layering. +99 CF.

Highly Articulated:  Highly articulated armor is constructed with an extremely sophisticated set of overlapping layers or plates protecting joints and other vulnerable areas. Provides two-thirds rather than half DR against attacks to chinks in armor.  +19 CF.

Jazerant:  Mail sandwiched between two layers of padding and/or leather.  Holdout penalty is DR/3.  Add both mail and leather together to find base armor price, CF is the amount of Holdout penalty reduced.  All modifiers apply to this new Base Price.

Meteoric†: Resists magic as for the weapon modifier (p. 106). Any metal armor (note [2]): +19 CF.

Orichalcum*†: Gives full DR at just 1/3 of the usual weight! Any plate armor (note [3]): +29 CF.

Ornate‡: Dress to impress, exactly as for the weapon modifier (p. 106). Any armor or clothing: +1 to reactions for +1 CF, +2 for +4 CF, or +3 for +9 CF.

Slornhide (Leather of Quality):  Light and heavy leather armor can be made of Slorn hide, this leather is tougher than regular leather, +1 DR, for no extra weight.  Slorn are known to attack wearers of Slorn hide on sight and track those that escape them forever.  There are rumors of Slornhide armors made from old Slorn that have the same acid/fire resistance of the Slorn, if so see Dragonhide for pricing and weight increase.  +4 CF (+3 CF for Trolls).

Spiked: Every turn, roll DX-4 to stab each enemy in close combat with you as a free action; success deals 1d-2 impaling damage. In addition, anyone who strikes such armor with an unarmed attack takes this damage to the attacking body part – and if the attack is a bite, grapple, or anything under Slams, Tramples, and Overruns (Exploits, p. 40), the attacker suffers maximum damage (4 points). Any plate armor (note [3]) that covers the body or more: +2 CF.

Thieves’‡: Blackened mail woven for maximum flexibility, minimum noise. Find the total weight of your gear with and without this armor, and use weight without to figure encumbrance penalties (p. 12) to Acrobatics, Climbing, Stealth, and other skills (but not to Move or Dodge). Any mail: +3 CF.

* Weight effects multiply together; e.g., dragonhide with +4 DR (2x weight) of fine quality (3/4 weight), weighs 1.5 times as much as usual.

† Meteoric and orichalcum are mutually exclusive.

‡ Thieves’ mail cannot be ornate.


DFRPG Magic Items (1)

Armor and Shields
SpellEffectsBase ItemCostPrefixSuffixNotes
Continual Lightlight equal to torchArmor/Shield$8,000Glowingof Light 
Defending Shield+1 to BlockShield$10,000Defendingof Defense 
Defending Shield+2 to BlockShield$20,000Interposingof Interposing 
Defending Shield+3 to BlockShield$40,000Interposingof Interposing 
Deflect+1 Defense BonusArmor/Shield$2,000Wardingof Warding[1, 2]
Deflect+2 Defense BonusArmor/Shield$10,000Deflectingof Deflection[1, 2]
Deflect+3 Defense BonusArmor/Shield$40,000Deflectingof Deflection[1, 2]
Deflect+4 Defense BonusArmor/Shield$160,000Deflectingof Deflection[1, 2]
Deflect+5 Defense BonusArmor/Shield$400,000Deflectingof Deflection[1, 2]
Fortify+1 Damage ResistanceArmor$1,000Unyieldingof Solidity[1]
Fortify+2 Damage ResistanceArmor$4,000Impenetrableof Invulnerability[1]
Fortify+3 Damage ResistanceArmor$16,000Impenetrableof Invulnerability[1]
Fortify+4 Damage ResistanceArmor$60,000Impenetrableof Invulnerability[1]
Fortify+5 Damage ResistanceArmor$160,000Impenetrableof Invulnerability[1]
Lighten-25% from weightArmor/Shield$2,000Lightof Lightness[1]
Lighten-50% from weightArmor/Shield$10,000Weightlessof Weightlessness[1]


Notes
[1] Cost is for a suit of armor. Piecewise armor can have Deflect or Fortify that adds Defense Bonus or Damage Resistance only vs. attacks on that location, or Lighten for just the weight of that piece. Use 10% of cost for head, 35% for body, 15% for arms, 5% for hands, 25% for legs, or 10% for feet. Further halve cost for a breastplate or just one limb or extremity.
[2] Defense Bonus adds to that of any mundane shield. If both shield and armor have Deflect, only the highest magical DB applies. See Defense Bonus (Exploits, p. 47).



Weapons and Ammo
SpellEffectsBase ItemCostPrefixSuffixNotes
Accuracy+1 to hitWeapon$5,000Accurateof Seeking 
Accuracy+1 to hitProjectile$25Trueof True Flight 
Accuracy+2 to hitWeapon$20,000Accurateof Seeking 
Accuracy+2 to hitProjectile$100Trueof True Flight 
Accuracy+3 to hitWeapon$100,000Accurateof Seeking 
Accuracy+3 to hitProjectile$10,000Trueof True Flight[1]
Continual Lightlight equal to torch Weapon$8,000Glowingof Light  
Corrosive Weapon+2 acidMelee Weapon$18,000Corrosiveof Corroding[2, 3]
Corrosive Weapon+2 acidMissile Weapon$22,000Corrosiveof Corroding[2, 3]
Corrosive Weapon+2 acidProjectile$75Corrosiveof Corroding[2, 3]
Dancing WeapondancesMelee Weapon see p. 7 Dancingof Dancing   
Defending Weapon+1 to ParryMelee Weapon$10,000Defendingof Defense 
Defending Weapon+2 to ParryMelee Weapon$20,000Interposingof Interposing 
Defending Weapon+3 to ParryMelee Weapon$40,000Interposingof Interposing 
Flaming Weapon+2 fireMelee Weapon$15,400Flamingof Flame[3]
Flaming Weapon+2 fireMissile Weapon$20,400Flamingof Flame[3]
Flaming Weapon+2 fireProjectile$75Fireof Burning[3]
Holy Weapon+2 holyMelee Weapon$15,000Consecratedof Cleansing[3]
Holy Weapon+2 holyMissile Weapon$20,000Consecratedof Cleansing[3]
Holy Weapon+2 holyProjectile$75Consecratedof Cleansing[3]
Icy Weapon+2 coldMelee Weapon$17,000Icyof Ice[3]
Icy Weapon+2 coldMissile Weapon$20,500Icyof Ice[3]
Icy Weapon+2 coldProjectile$75Coldof Freezing[3]
Lightning Weapon+2 electricalMelee Weapon$15,300Cracklingof Shocking[3]
Lightning Weapon+2 electricalMissile Weapon$20,400Lightningof Lightning[3]
Lightning Weapon+2 electricalProjectile$75Lightningof Lightning[3]
Loyal Weaponreturns to hand Weapon$15,000/lb.Returningof Returning[4] 
Penetrating Weaponarmor divisor (2)Melee Weapon$5,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (2)Missile Weapon$10,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (2)Projectile$25Burrowingof Piercing[5]
Penetrating Weaponarmor divisor (3)Melee Weapon$15,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (3)Missile Weapon$30,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (3)Projectile$75Burrowingof Piercing[5]
Penetrating Weaponarmor divisor (5)Melee Weapon$50,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (5)Missile Weapon$100,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (5)Projectile$5,000Burrowingof Piercing[5]
Penetrating Weaponarmor divisor (10)Melee Weapon$150,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (10)Missile Weapon$300,000Penetratingof Penetration[5]
Penetrating Weaponarmor divisor (10)Projectile$15,000Burrowingof Piercing[5]
Penetrating Weaponignores DRMelee Weapon$500,000Penetratingof Penetration[6]
Penetrating Weaponignores DRMissile Weapon$1,000,000Penetratingof Penetration[6]
Penetrating Weaponignores DRProjectile$50,000Burrowingof Piercing[6]
Puissance+1 damageMelee Weapon$5,000Mightyof Smiting 
Puissance+1 damageMissile Weapon$10,000Strongarmof Striking 
Puissance+1 damageProjectile$25Swiftof Impact 
Puissance+2 damageMelee Weapon$20,000Mightyof Smiting 
Puissance+2 damageMissile Weapon$40,000Strongarmof Striking 
Puissance+2 damageProjectile$100Swiftof Impact 
Puissance+3 damageMelee Weapon$100,000Mightyof Smiting 
Puissance+3 damageMissile Weapon$200,000Strongarmof Striking 
Puissance+3 damageProjectile$10,000Swiftof Impact[1]
ShatterproofunbreakableWeapon$8,000Eternalof Durability 
Steelwraithsee p. 7Weapon/Projectile$5,000/lb.Steelwraithof Steelwraith 

Notes
[1] Available in a one-use version for $500; see Permanent or Expendable? (p. 7).
[2] Keep track of added corrosion damage even if it fails to penetrate armor. Every five points removes one point of DR from the target location.
[3] Follow-up. Adds injury of listed type if attack pierces DR. Doesn’t add basic damage.
[4] See Loyal Weapon (Exploits, p. 79).
[5] Divides target’s DR by 2, 3, 5, or 10. See Armor Divisors (Exploits, pp. 52-53).
[6] Ignores target’s DR



Common Item Enchantments
SpellBase ItemCostPageNotes
Create FoodContainer$8,000 per meal/day32 
FireproofAny$3,000/lb.30[1]
InvisibilityAny$10,000/50 lbs.47[1]
Magic ResistanceAny$4,000/level51[1, 2]
Magic StaffStick$309[3]
Resist AcidAny$1,000/lb.70[1, 4]
ScryguardAny$1,000/lb.52[1, 5]
SteelwraithAny Metallic$5,000/lb.28[1]

Notes
[1] Affects item, not user.
[2] Maximum 10 levels; penalty affects spells cast on or from item.
[3] Cost is per type of magic: clerical, druidic, or wizardly. Typical lengths are wand (baton, $50, 1 lb.), rod (jo, $40, 2 lbs.), and staff (quarterstaff, $40, 4 lbs.). When casting, extends caster’s reach by one (wand or rod) or two (staff) yards.
[4] Triple cost to resist alkahest!
[5] Item resists Information spells with Power 15. On a container, this also benefits anything inside while it’s closed.
Narrator
 GM, 7353 posts
 DM says
 roll for initiative!
Fri 31 Jan 2020
at 20:31
Re: DFRPG adjustments?
Thank you!