DFRPG adjustments?   Posted by Narrator.Group: 0
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.)

Aspergillum:  Any mace can be modified so it sprays holy water as it strikes, without losing damage. Itmust be filled prior to combat, and can hold a single bottle of holy water. After each attack, roll 1d; on a 1 the holy water has been exhausted. It can also be vigorously shaken to sprinkle the holy water over an area. Doing so requires 1d seconds, and spreads the water over an equal number of hexes, completely exhausting the holy water within the Aspergillum. +3 CF

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 16:16, Sun 15 May.

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 “animal husbandry” 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.  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, Dodge, or Fencing purposes). 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.



POWER FACTORS
Every adventurer is allowed one Power Item for their profession (and per profession) whether that is a Caster Item, Heroic Item, Psionic Item, or Scholarly Item.

Caster Power Items
Anyone who can cast spells using Bardic Talent, Deathliness, Demonic Attunement, Elemental Influence, Magery, Power Investiture (Divine or Druidic), or any similar enabling advantage may designate a “caster power item.”
This can be made of any material but meteoric iron. Caster power items are subject to three conditions:

1. Their FP are restricted to energizing spells, abilities, and items (such as scrolls) associated with the enabling advantage, plus general caster power-ups. The energy cannot be used to meet mundane fatigue costs (e.g., for extra effort) or to fuel general power-ups unrelated to being a spellcaster.
2. They require Active Recharging, which costs money and is usually possible only in town.
3. They cannot be drawn upon or recharged in an area where the owner’s magic won’t work (e.g., a no-mana zone for a wizard or a no-sanctity area for a cleric).
4. They must be recognizably part of the caster's "professional" equipment, a Wizard's Staff, Bard's musical instrument, Cleric's Holy Symbol, Holy Warrior's weapon/shield/armor, a Druid's staff or sickle, etc.  They can also be clothes or other equipment very often associated with the profession, a priest's vestments, mage's spellbooks, a skald's colorful outfit or outrageous cloak, slayer's mallet and stakes, healer's kit, etc.

Heroic Power Items
Used by anybody with at least one of Heroic Archer, Trained by a Master, or Weapon Master. While these power items are
most valuable to Martial Artists and Swashbucklers, Knights, Ninja, Barbarians, and Scouts can have them, too. A delver can only designate one heroic power item, no matter how many relevant advantages he has or how many professions he combines. It comes
with the following conditions:

1. Stored FP are useful only for skills and power-ups linked directly to the enabling advantage(s), plus Extra Effort in
Combat.
2. They use Passive Recharging.
3. The power item must be a weapon, shield, or piece of armor.  Close contact with that gear leaves residual chi or emotional charge that’s stored as FP.

Psionic Power Items
Anybody with Unusual Background (Psionic) may designate a “psionic power item.” The only objects off-limits for this are psiphobic gear. Psionic power items are subject to three conditions:

1. Their FP can be spent only to activate psi abilities, power-ups, and "psionic rituals". They cannot be used to cover mundane fatigue costs, such as those for extra effort. Notably, the options in Grimace and Glare (Psi, p. 33) are deemed extra effort: psionic power items can fuel the underlying ability, but they cannot pay the additional FP costs for pushing the limits.
2. They use Passive Recharging.
3. The item must be recognizably a piece of their "psionic profession" or otherworldy in nature; so a Cultist's robes or staff, Psi Slayer's arms or armor, Mentalist's robes or staff, or any other otherworldy gear (Pyramid Hats, Az Amplifier, Living Armor, etc).  Other 'psionic' or 'professional' gear may also be included, for examples the Cultist's book Pnakotic Manuscripts, the Mentalists "Very Large Meditation Crystal", the Psi Slayer's ornate necklace of "Elder Thing Skulls", etc.

Scholarly Power Items
Used only by scholars, these items store cosmic energy that’s generally worthless to mortals but which the enlightened can occasionally figure out how to exploit.

1. The FP are useful for any spell or special skill enabled by Book-Learned Wisdom or Wild Talent (No Advantage Requirements) whatever its origin! They can also be burned to cast from scrolls, in place of personal FP if the GM assesses costs for long periods of study, and for any FP assessed for work done Gadgeteering.
2.  They use Passive Recharging.
3. The power item must be identifiably scholarly in nature. A partial list: alchemist’s garb, backpack alchemy lab, corrective spectacles, etching kit, portable scribe, scientific instruments, scribe’s kit, scroll belt, scroll case, shield lectern, and wax tablet, plus any kind of book (the best of which are very costly) and any knowledge-themed artifact. Stored FP represent a "cosmic patina" or "emotional resonance" imparted by pondering and working.

Determining Power Item Value
Only an item’s physical features contribute to the value used on the Power Items Table, this includes item Base Cost and any Costs attributed Materials (Adamantite, Dragonbone, Dwarven shields, Meteoric, Orichalcum, etc), Mundane Item Modifiers (Balanced, Cheap, Fine, extra bits added on like changed grips, Ornate, etc), and added Embellishments (gems, googas, etc), but does not include Enchantments or Supernatural Features.

There are however a few special cases:

Blessed Equipment: A few items, particularly holy symbols, are deemed sacred despite lacking divine or cosmic “enchantments.” Such articles are almost invariably glitzy gewgaws.  Most such objects owe what power they have to the wielder’s willingness to tie up net worth in a show of faith.  The feverish devotion of the cultists who craft such things, or the High Hierophant’s blessing on the sweatshop, might also help. Where such gear’s innate benefit is subtle rather than spell-like – e.g., a bonus comparable to that for high-quality tools – count its full Base value on the Power Items Table.

Cosmic Artifacts: Anything created by a bona fide deity (not merely blessed by mortal holy folk or enchanted using clerical magic) can have whatever properties that god – i.e., the GM – likes.

Elder Weirdness: The psi-enhancing abilities of az amplifiers, fhtagn focusers, and pyramid hats originate from a confluence of otherworldly materials and inhuman craft. They’re weird technology, with a “psychic matrix” that relies on madness-inducing geometry, not supernatural imbuement. Use the full value of such things on the Power Items Table.

What Can Be a Power Item
Any discrete, unliving object can be a power item. This rules out uncontained powders, liquids, and gases; energies and force fields; and abstract concepts. It also forbids pets and mounts (a familiar can provide an Energy Reserve instead), plants, and dark one living armor (except to Psions). Yet there’s much this doesn’t prohibit:

Sets: The owner of a suit of armor, pair of boots, or similar matching kit of related gear made by the same craftsman has a choice. He can designate the set as a power item and use its full value – but if a piece goes missing, he can’t use his power item. Alternatively, he can avoid this risk by using one piece – but then only its partial value counts, although this leaves other bits free to be power items. For instance, a $3,000 pair of orichalcum gauntlets could be a collective power item that holds 14 FP when both are worn, or the left glove alone ($1,500) could be a caster power item that stores 10 FP, leaving the right one to serve as a heroic power item, a friend’s power item, etc. that also holds 10 FP.

Consumables: Food, drink, oil, and so on are acceptable while contained, but lose all value if consumed or poured out! A $1,000 dose of bladeblack stores 8 FP – but once used, the $5 crystal vial holds no FP (or a paltry 1 FP if bonded with). The high price tag of potions is deceptive, as alchemical items don’t count. Ammunition presents a similar risk of loss: a gem makes a great power item, but you won’t have it for long if you sling it at a foe.

Insubstantial Items: These are suitable provided that they’re distinct objects in their native realm or dimension. However, the owner can draw energy from or charge such items only while he can hold, carry, touch, or (for altars, castles, standing stones, etc.) stand in/on them. They’re inaccessible while intangible to him, even if they’re supernaturally bonded to him or follow him around in their ghostly state.


  Yes, this means a Spellsword can have two Power Items, one dedicated to their Sorcery, and to their martial prowess.  However this requires three things:

1. GM permission.
2. Buy-in to both "powering abilities".  IE: Magery and Weapon Master for the Spellsword.
3. The items must draw from different sources, Bards and Wizards both use Magery, so a Bard/Wizard may only have one Power Item, likewise all martial professions draw from the same source (even if only the Martial Artist and Ninja actively manipulate Chi).  However, a Druid/Cleric/Wizard/Swashbuckler has three spellcasting sources they draw from as well as a martial prowess, thus they could have three separate Caster Power Items and a Heroic Item (and one Endurance Item).

Note, this gets expensive not only in money, but in EXPs.


Endurance Items
GURPS Dungeon Fantasy 8: Treasure Tables, p. 38 defines “endurance items” that serve as batteries for extra effort and other non-supernatural applications of FP. Like all Power Items, these have conditions attached:

1. They’re useful for paying mundane FP costs – that is, not for spells, special skills (e.g., Power Blow), or the abilities of powers. A handy guideline is to allow a proposed expenditure only if it isn’t to energize a trait that requires Magery, Trained by a Master, Unusual Background (Psionic), or a similar extraordinary enabling advantage. Examples are fueling extra effort (in or out of combat), athletics, and repeated attempts at physical tasks, as well as absorbing FP losses to exertion, sleep deprivation, starvation, and so on.
2. They require Active Recharging.
3. An adventurer can’t just designate a random piece of gear as an endurance item - this appears to be a property of specially imbued objects. At the GM’s option, though, it may be possible to add this capacity to any article of equipment... for a price.
4. It must be a piece of "adventuring" gear used in common physical exertion or to ease said exertion or overcome hazards, IE boots, backpack, canteen, climbing gear, wheelbarrow, etc.  Equipment such as tents, pavilions, camp stools, wagons, cooking equipment, etc, are not regularly applicable, however, at the GM's option, such gear might be applicableto be an Endurance Item used only in overcoming/easing FP lose to to associated hazards, a tent or winter gear for FP lose due to cold, a wagon for overcoming marching fatigue, camp comfort equipment for overcoming FP lose to discomfort or lost sleep, etc.
5. An adventurer may only ever have one Endurance Item at a time.

Find the FP reserve of an endurance item by looking up the underlying object’s price on the Power Items Table (below), using Determining Power Item Value to assess what elements of cost count. When buying or selling such an article, though, add $1,000 to its value. This surcharge reflect the process of turning it into an endurance item, and in effect replaces the need for an enabling advantage. Do not count this premium when evaluating the gear as any kind of power item. For instance, an $80 pair of boots could store 2 FP as a power item; made into an endurance item, they would be worth $1,080 but still hold 2 FP, not 8 FP.

Power Items Table
After determining an object’s effective power item value find that price tag that in the “Value” column and read over to the “FP” column to learn the article’s capacity as a power item. For intermediate values, use the next-highest FP; e.g., even a $10 quarterstaff holds 1 FP, while a $1,000 high holy symbol stores 8 FP.

ValueFPValueFP
$501$12,00025
$1202$18,00030
$2203$26,00035
$3404$37,00040
$4905$51,00045
$6706$69,00050
$8807$91,00055
$1,1008$120,00060
$1,4009$150,00065
$1,70010$190,00070
$2,00011$240,00075
$2,40012$300,00080
$2,80013$370,00085
$3,30014$450,00090
$3,80015$560,00095
$4,30016$670,000100
$4,90017$810,000105
$5,50018$980,000110
$6,20019$1,200,000115
$7,00020$1,400,000120

There are discrete values between 20 and 25, and every other such jump, and at Gwythaint's request I can calculate them.



DFRPG ENCHANTMENTS

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.

This message was last edited by the player at 20:32, Sun 15 May.

Narrator
 GM, 7353 posts
 DM says
 roll for initiative!
Fri 31 Jan 2020
at 20:31
Re: DFRPG adjustments?
Thank you!
Mario Crowfoot
 player, 1060 posts
 An orphan who grew up
 with bow in hand
Tue 14 Jul 2020
at 23:19
Re: DFRPG adjustments?
Chye Isuel:
everything is prohibitively expensive :(


I think that's a conscious design decision -- the idea of DFRPG is that characters should never have "enough", they should always be scrounging and scrambling for more and more and more -- delving to their limits, almost getting killed (or some actually getting killed) trying to get the money to buy the stuff to survive the previous adventure, only to have to go further against even greater odds to get the stuff to survive this one.

I just found out an armor upgrade I could have afforded under Basic is about double price on these charts, one piece doesn't exist, and if it did, I'd be leaving my shins bare (never mind that the coverage is the same as what I'm wearing).

Well, okay, technically, I could afford the armor, but it would take a big chunk out of what I'm trying to save to upgrade something else.

Or, to put it another way, a hundred francs doesn't go as far as it used to.
Jareth Mooncalled
 player, 2079 posts
 Dirty High Elf Sage
 HP 9/9 FP 7/10 PF 0/8
Tue 14 Jul 2020
at 23:31
Re: DFRPG adjustments?
Mario Crowfoot:
I just found out an armor upgrade I could have afforded under Basic is about double price on these charts, one piece doesn't exist...

What upgrade is that?

quote:
...and if it did, I'd be leaving my shins bare (never mind that the coverage is the same as what I'm wearing).

Only possible using the above chart if you skip Legs...  or do you mean the upgrade you wanted (which isn't on the above chart) didn't cover the shins?

Note, the above chart is Low-Tech compliant, so you might be able to talk to gwythaint and swing what you wanted.  Of course, you also might not want to leave your calves uncovered.  We saw what happened before when you took a carving knife to the calf.

quote:
Well, okay, technically, I could afford the armor, but it would take a big chunk out of what I'm trying to save to upgrade something else.

Or, to put it another way, a hundred francs doesn't go as far as it used to.

The struggle is real.
Mario Crowfoot
 player, 1061 posts
 An orphan who grew up
 with bow in hand
Wed 15 Jul 2020
at 09:18
Re: DFRPG adjustments?
Okay, rules geek with all the books I've never spent my allowance on:

Mario currently has Leather Armor (DR 2, covers Torso and Groin), Heavy Leather Sleeves (DR 2, Arms) and Heavy Leather Leggings (DR 2, Legs).

Based on Basic Set (which is what my GCS equipment library supports), I had thought I could upgrade to Light Scale (DR 3, Torso only), Studded Leather Skirt, a la Roman Legionnaire (DR 3, Groin and Legs), and keep the sleeves as is, for only 5 lb increase in weight (lots of leeway before crossing from Light to Medium) and $210 minus trade-in rebate of (boss says) 40% of value for the Leather Armor and Leggings -- a very affordable upgrade.

But now I find that Light Scale for the Torso alone is $336, and Studded Leather Skirt apparently doesn't exist in DFRPG.  Plus, all the weights have increased, and the chart doesn't show coverage, so I can't tell if Groin is covered or not.

Old days, one point of Fortify on the existing leather wouldn't have cost much more than that and added no weight at all, but Q&D went the way of "we need to sell you yet another set of rule books!"

Desired end result: an affordable upgrade (say, under $200 net after trade-in) for at least Torso, Groin, and Legs to DR 3, without adding more than, say, 10 lbs at most over existing DR 2 Leather.
Jareth Mooncalled
 player, 2080 posts
 Dirty High Elf Sage
 HP 9/9 FP 7/10 PF 0/8
Wed 15 Jul 2020
at 12:32
Re: DFRPG adjustments?
Mario Crowfoot:
Studded Leather Skirt, a la Roman Legionnaire (DR 3, Groin and Legs)

Ah, ye olde Roman Legion Skirt which is better than Hvy Leather Pants at the same weight and cost...  yeah they ditched the 'ethnic cool' stuff that Basic carried over from 3e unedited.

quote:
Desired end result: an affordable upgrade (say, under $200 net after trade-in) for at least Torso, Groin, and Legs to DR 3, without adding more than, say, 10 lbs at most over existing DR 2 Leather.

That's not going to happen.  It simply doesn't exist.  You could just trade-in your Hvy Leather Torso for a Lt Scale Torso, this costs $272.8 and increases weight 6.2 pounds*.  You could find a Troll armorer and start swapping out for Hvy Slorn Hide (Leather of Proof), but yeah, that's expensive, but in the long run it can get op to DR 4 (with Fort +1) for half the weight of Segmented Plate.

Something I forgot to put on the above list that gwythaint might allow:  Reinforcing (Low-Tech pg 105).  This is adding Byzanting, Rings, Splinting, or Jack Chains to cloth/leather.  It's +1 DR (cutting only), + 0.25CF, +25% weight.  It's not a full +1 DR, but it's a bit more protection versus those Boombrats and their cleavers.


Of course if you want that Plate protection for a Hvy Leather look, you could start getting into Jazerant...  For the Ultimate in Ethnic Kewl Overpriced Protection we have Hvy Slorn Hide/Elven Hvy Mail Jazarent for stupid amounts† of money that gives a solid DR 8 at just 6 pounds more than Extra Heavy Plate, but it does just look like 'oddly coloured' Hvy Leather‡.


* $336 - $63.2.  16.8lbs - 12.6lbs.

†  $66,600, but that has a Holdout penalty of -0... if you don't mind the Holdout penalty of -3 it's only $16,650 which is only slightly worse than Extra Hvy Plate...
‡  There are a lot of other interesting side things you can do with Jazerant, like since it it is also metallic and mail, the mail can be Meteoric Elven Thieves Mail, the Slorn Hide can be "Old Slorn" and have extra DR versus acid or fire...  because it's a tectile outer Steel Wraith won't bypass it...  etc...  I've long deliberated going Jazerant with Jareth's coat at some point, but as you can see, that's an expense.
Narrator
 GM, 7977 posts
 DM says
 roll for initiative!
Wed 15 Jul 2020
at 16:30
Re: DFRPG adjustments?
Reinforced,  usually as small studs or plates gives +1 DR vs cutting.
Much more tha that, and you have lamelar in the form of scale armor.

Btw is this light segmented plate?
https://pin.it/3fFVJrs
Oly
 player, 1241 posts
 Badly disfigured face
 Rank 2 Guild badge
Wed 15 Jul 2020
at 17:46
Re: DFRPG adjustments?
Could be, looks almost like Brigandine ... metal plates on leather backing, perhaps some padding under that.
Ryojin
 player, 62 posts
 Martial artist
Wed 15 Jul 2020
at 18:14
Re: DFRPG adjustments?
Looks like Cheap Light Lamellar(scale).

but then I further looked into it and find that whoever that person is calls if a coat of plates which would be segmented plate armor in GURPS. Brigandine would be more advanced form of it.
Narrator
 GM, 7985 posts
 DM says
 roll for initiative!
Wed 15 Jul 2020
at 20:28
Re: DFRPG adjustments?
In reply to Ryojin (msg # 106):

That coat of plates is an articulated set of plates linked with chain, essentially better chainmail.  Brigandine looks like studded leather,
https://pin.it/1DMlVSl
but is full of metal plates, and was the technological runner up to plate, which was developed when steelworking improved.  Picture platemail made out of a board and batten style of riveted strips,
https://pin.it/33KhQqq

https://pin.it/6N2qQxt

The name also worked for this sort of thing

https://pin.it/6KvAQeE
Mario Crowfoot
 player, 1062 posts
 An orphan who grew up
 with bow in hand
Wed 15 Jul 2020
at 22:42
Re: DFRPG adjustments?
All this armor talk and cost makes my head hurt.

Probably best to just keep what I've got while I save for my current goal (Bottomless Quiver of Swift Arrows -- Puissant +1, which costs less than solid silver points, says the boss).  At the rate we're going lately, that might take as little as a couple weeks/three or four years.
Jareth Mooncalled
 player, 2081 posts
 Dirty High Elf Sage
 HP 9/9 FP 7/10 PF 0/8
Thu 16 Jul 2020
at 00:04
Re: DFRPG adjustments?
Mario Crowfoot:
Probably best to just keep what I've got while I save for my current goal (Bottomless Quiver of Swift Arrows -- Puissant +1, which costs less than solid silver points, says the boss).

Boss is correct, Solid Silver arrowheads cost $40 each, Silvered (which should also work on critters) cost $6 each, Puissant +1 costs $27.

So a Solid Silver Cornucopia Quiver costs $40,010; Silvered Cornucopia Quiver costs $6,010; and a Puissant +1 Quiver costs $27,010.

The simple equation is ($ of Ammo x $1000)+$10.

The more complicated one is [($ of Ammo x 50 energy)$20]+$10.

Keep in mind you can also pick Bodkin and Cutter head Quivers too...

So yes, Puissant is cheaper than Solid Silver, but Silvered is a doable amount with a couple decent runs.  Or just carry a backup quiver with silver arrows (which I think you're already doing?).  Cost benefit analysis is "Are you going to fire 1,000 silvered arrows down range in Mario's lifetime?"  Or is the cost of the quiver covered by the convenience cost of having them 'always' on hand?

Of course, Puissance +1 on your bow only costs $10,000 and that affects all arrows fired from it...

This message was last edited by the player at 00:06, Thu 16 July 2020.

Mario Crowfoot
 player, 1065 posts
 An orphan who grew up
 with bow in hand
Thu 16 Jul 2020
at 09:06
Re: DFRPG adjustments?
As you say, "convenience cost" -- mainly concern about loss of the silver tipped arrows I'm carrying (yes, second quiver, and fletched differently so I can distinguish them by touch), which due to cost I don't have a lot of.  What you're paying for with a Cornucopia quiver isn't a thousand arrows, it's never being out of arrows.  Which, with a quiver holding only 20, can happen if you're away from town for a while or in a single day if things get hairy.
Jareth Mooncalled
 player, 2084 posts
 Dirty High Elf Sage
 HP 9/9 FP 7/10 PF 0/8
Thu 16 Jul 2020
at 11:19
Re: DFRPG adjustments?
Mario Crowfoot:
Which, with a quiver holding only 20, can happen if you're away from town for a while or in a single day if things get hairy.

Certainly.  Also if you have to shoot more than 20 times in one mission, frex if Mario were on the Abbey mission, he'd have begun sweating come the end of it what with all the wights we faced (luckily we had sunlight on our side for the big "Wight Showdown" near the end)...

Don't get me wrong, I understand*.  Just throwing the questions out there for consideration.


* Frex Stenet doesn't have a lick of silvered anything... and he's a demon slayer.  Hopefully after this next adventure I can get that remedied.
Hograth Podkarmen
 player, 488 posts
 Holy Dwarven Warrior
 Of Hades, Get it Right!
Thu 16 Jul 2020
at 11:27
Re: DFRPG adjustments?
In reply to Jareth Mooncalled (msg # 111):

Hograth spent points on wealth, and signature gear, to remedy that!
Mario Crowfoot
 player, 1066 posts
 An orphan who grew up
 with bow in hand
Thu 16 Jul 2020
at 23:01
Re: DFRPG adjustments?
Most likely I'll get a Cornucopia of silvered arrows first, and then start saving up for one with Puissant +1.  Extra damage on everything, rather than just "able to damage" on stuff that's immune to non-silver, non-magic or "a little extra" from the solid points on things with vulnerability to silver.

Couple more paydays like this last one will do the silvered, if I can stay out of my stash between.  But meanwhile, I should probably buy more silvered arrows instead of these expensive solid silver points.  I could afford a half quiver or more of those and not have to sweat if a shop collapses around us before I can recover one...
Narrator
 GM, 7988 posts
 DM says
 roll for initiative!
Fri 17 Jul 2020
at 02:46
Re: DFRPG adjustments?
In reply to Mario Crowfoot (msg # 113):

Silvered arrows are CF+4, bringing your $2 arrow up to $10
Chye Isuel
 player, 1765 posts
 Osu! Ora Chye Iseul!
 Dragon descended, Youxia
Fri 17 Jul 2020
at 04:58
Re: DFRPG adjustments?
then, all them bully-rooks, in their buckskin boots, better run, better run!
Christine Bjorn
 player, 1944 posts
 Blue Haired Elf
 Not from Wastrels Hope.
Wed 26 Aug 2020
at 09:09
Re: DFRPG adjustments?
Just wondering if any of the following armour options (from Low Tech) are options here.

Cloak. Costs 10% of cost of living ($60 for status 0), weighs 2 lbs, Suffice as Sleeping Blanket or makeshift tent

Heavy Cloak. Costs 15% of cost of living ($90 for status 0), weighs 3 lbs, DR 1 vs cutting, Suffice as Sleeping Blanket or makeshift tent

Long Coat, $50, 5 lbs, Suffice as Sleeping Blanket or makeshift tent

Heavy/Leather Long Coat, +4 CF, 2x weight

Silk: Improves light cloth armor (DR 1) to DR 2 vs cutting and Impaling without raising weight – and allows it to be worn under other armor (+1, +2 vs cut/imp DR) without -1 to DX for layering. +19 CF
Narrator
 GM, 8112 posts
 DM says
 roll for initiative!
Wed 26 Aug 2020
at 19:12
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 116):

Giant spider silk is the cost out for low weight cloth under armor, and is pricy unless friendly with the Weaverfolk..
Yes you can get a cloak or a coat; some of these are costed out under weapons, (for using cloak skill); i can get you numbers on that... long coat would be cloth armor torso/groin/arms/thighs

This message was last edited by the GM at 19:18, Thu 27 Aug 2020.

Christine Bjorn
 player, 1946 posts
 Blue Haired Elf
 Not from Wastrels Hope.
Wed 26 Aug 2020
at 20:03
Re: DFRPG adjustments?
In reply to Narrator (msg # 117):

Ok, so regular silk not an option. Saw the cloak skill, but was not sure about the details, hence the question. Thanks.
Jareth Mooncalled
 player, 2477 posts
 High Elf Sage
 HP 9/9 FP 1/10 PF 0/8
Thu 2 Dec 2021
at 21:27
DFRPG adjustments?
Jareth Mooncalled:
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.

Okay, I noticed that bossman never responded (I was making an observation on the rules though not asking a question), so I'll actually ask now as it's come up again...

GM are we using the DFRPG rules straight in this regard, that there is no longer a "Flexible Armor and Blunt Trauma" Rule (every 5 full points of cr damage, 10 of imp or cut, stopped by Flexible Armor deals 1 HP of Injury to the wearer) or are we importing the rule back in?

I know it was dropped as a "makes things simpler" measure, but we've got a lot of "things aren't very simple rules" and it would help you to deal a few scrips and scraps of damage to Jednesa... (and any Dwarves, Half-Ogres, or Barbs (Dwarven/Ogre Barbs FTW) who max their Tough Skin and wear Heavy Mail).
Narrator
 GM, 9717 posts
 DM says
 roll for initiative!
Thu 2 Dec 2021
at 23:11
DFRPG adjustments?
have to keep track with the honor system
it is gnarly but lets non ogres hurt her
Jareth Mooncalled
 player, 2478 posts
 High Elf Sage
 HP 9/9 FP 1/10 PF 0/8
Fri 3 Dec 2021
at 05:22
Re: DFRPG adjustments?
Narrator:
have to keep track with the honor system
it is gnarly but lets non ogres hurt her

Okay, so you do want to use Flexible Armor and Blunt Trauma.  Copy, I'll keep track going forward, it wouldn't have made too much difference in the Abbey fights as that was mostly burn damage which doesn't impact this rule.