Sigil

Bleak Forest

Sigil

Character Rules: Equipment

Created by Johnathan L Bingham

adventuring gear

Inventory

You have 10 base inventory slots. Your Corpus modifier modifies the number of slots available: a positive modifier adds slots, while a negative modifier removes them. This gives you 6 to 14 slots, depending on your modifier.

For example:
  • 16 Corpus has a modifier of +3 for a total of 13 slots.
  • 4 Corpus has a modifier of -3 for a total of 7 slots.

Most items take up one inventory slot, though small and tiny items may be bundled. For instance, a longsword takes one slot, while a scroll case may carry up to 10 scrolls and is considered one slot. Inventory capacity affects movement rates and fatigue (see Encumbrance and Fatigue under Conditions, Death, Damage, and Recursion).

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Consumables

You have a provisions pouch for food, torches, and water. It can store up to SIX of each item without counting against inventory; excess goes in your backpack and counts toward inventory.

Food, Torches, and Water: Track each with a d6 showing uses remaining. Lower the die by 1 when used; at 0, remove it from inventory.

Other consumables, such as spell and alchemical components, are found via foraging, looting slain enemies, or trade. These tiny items are often necessary for arcane feats and closely guarded. Store them in a components pouch; see Paths Arcane for more details.
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Item Sizes

You cannot carry more items than you have inventory slots. If your slots are full and you take another item into your inventory (fatigue, for example), you are immobilized. Pack animals, hirelings, wagons, etc. can increase capacity; fatigue cannot be transferred.
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Damage

Weapon damage is reduced by one for each point of durability lost. A weapon always deals at least one damage on a successful hit unless broken (0 durability).

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Armour

Armour Rating measures damage armour can deflect or absorb. Every durability loss reduces its rating by one. At zero durability, armour breaks and offers no protection.

Against simple or improvised weapons, damage that does not exceed Armour Rating is fully absorbed and deals no Vitality damage; on a critical hit, armour still loses 1 Durability. Martial or ranged weapons are designed to pierce or batter protection and always inflict at least 1 Vitality damage. Damage exceeding Armour Rating reduces Vitality as normal.

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Throw

Throw indicates whether a weapon may be thrown as a missile weapon. Weapons not designed for throwing take a penalty:

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Cost and Coin

Costs vary with regional scarcity. The costs below are general for the Bleak Forest and may change elsewhere. The standard trade coin is the silver piece: 10 copper pieces equal 1 silver piece, and 10 silver pieces equal 1 gold piece. Coins are roughly the same size; 100 coins take 1 inventory slot.

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Availability

Common items are generally easy to find, Uncommon items may require searching or travel, and Rare items are scarce. Availability may vary by location and the game master.

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Repair Difficulty

Repair entries link to the corresponding BAM! task difficulty in the Core Rules.

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The table below outlines general weapons and armour categories and provides quick reference guidance for weapon and armour categories:

TypeName/ExampleTypical Damage/ArmourNotes
Unarmed Attack1d2 damage
Small Weaponsdagger, dart, sling1d3
Simple Weaponsclub, staff1d6-1 damage
Martial Weapons (1 handed)axe, hammer, long sword, mace1d6+1 damage
Martial Weapons (2 Handed)*battle axe, two handed sword, spear1d6+2 damage
Light Ranged Weapons*bow, hand crossbow1d6 damage
Heavy Ranged Weapons*longbow, two handed crossbow1d6+1
Weapon of QualityAs per weapon type+1 damage and durability
Light Armourleather, arming doublet+1 Armour
Medium Armourchainmail, brigandine, studded leather+2 Armour
Heavy Armourplate+3 Armour (Bulky)Moderate Disadvantage to Wiles Skill Checks
Full ArmourField Plate+4 Armour (Bulky)Major Disadvantage to Wiles Skill Checks
Helmets+1 Armour
Shields*+1 Armour or absorb blowModerate Disadvantage to Wiles Skill Checks

*Cannot use shield while dual-wielding items.

This table is a guide to each category. The Weapons and Armour tables give each item’s exact damage, rating, and size. Wiles penalties apply to every item of the listed class: Heavy Armour, Moderate Disadvantage; Field Plate, Major Disadvantage; shields, Moderate Disadvantage.
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Durability

Durability measures how much use and damage weapons and armour can endure before becoming Broken (0 Durability) and requiring repair. Well-maintained, non-magical armour has durability one point higher than its Armour Rating.

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Armour Durability

Armour loses 1 durability when you suffer a critical hit (a 20 on a d20), or when Critical Damage is sustained (damage to an attribute).

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Weapon Durability

Weapons lose 1 durability when you fumble (a 1 on a d20), or if a damage roll is completely negated by armour. Martial and ranged weapons always deal at least 1 damage; if armour would otherwise negate their damage, the durability loss applies. Weapons that deal at least 1 damage after armour reduction do not lose durability from the impact itself.

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Wear and Tear After Combat

Your Wear Threshold measures how well your gear is maintained. At the end of a combat encounter, roll 1d20; if the roll meets or exceeds the current threshold, either armour or weapons (your choice) sustain 1 durability damage. The threshold begins at 20 and decreases by 1 after each encounter without maintenance. Preventative maintenance resets it to 20.

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Repair and Preventative Maintenance

Arms and armour may be repaired or maintained using the Repair skill, a Smith, a Tinkerer, or Magic.

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Weapons

WeaponDescriptionSizeDamageThrowCostDurabilityRepairAvailability
Axe1 handed martial weaponR1d6+1T010s3AverageCommon
Battle Axe2 handed martial weaponB1d6+2T220s4DifficultUncommon
Bow, Long2 handed ranged weaponB1d6+1—30s2AverageUncommon
Bow, Short1 handed ranged weaponR1d6—10s2AverageCommon
Clubsimple weaponR1d6-1T21s2EasyCommon
Crossbow, hand1 handed ranged weaponR1d6—15s2DifficultUncommon
Crossbow, heavy2 handed ranged weaponB1d6+1—25s3DifficultUncommon
Daggersmall martial weaponS1d3+1T04s3DifficultCommon
Dartsmall ranged weaponS1d3T01s1EasyCommon
Flail1 handed martial weaponR1d3+2—12s4DifficultUncommon
Hammer1 handed martial weaponR1d6T18s3AverageCommon
Javelin1 handed ranged weaponR1d6T010s3AverageUncommon
KnifeSimple weaponS1d3—1s2AverageCommon
Mace1 handed martial weaponR1d6+1T112s4DifficultUncommon
Slingsimple weaponS1d3—1s2EasyCommon
Spear2 handed martial weaponB1d6+1T010s3AverageCommon
Staffsimple weaponB1d6-1—5s2EasyCommon
Sword, long1 handed martial weaponR1d6+1—15s4DifficultCommon
Sword, short1 handed martial weaponR1d6T210s3DifficultCommon
Sword, two handed (Zweihander)2 handed martial weaponB1d6+2—45s4DifficultUncommon

Armour

ArmourDescriptionSizeRatingCostDurabilityRepairAvailability
Arming DoubletLight ArmourR11g2AverageCommon
BandedMedium ArmourR210g3DifficultUncommon
BrigandineMedium ArmourR210g3DifficultUncommon
Bronze plateHeavy ArmourB335g4DifficultRare
BucklerLight ArmourS17s2AverageCommon
ChainmailMedium ArmourR215g3DifficultCommon
Field PlateHeavy ArmourB475g5ChallengingRare
HelmetLight ArmourR12g2DifficultCommon
LamellarMedium ArmourR27g3DifficultCommon
LeatherLight ArmourR15g2AverageCommon
Plate MailHeavy ArmourB350g4ChallengingRare
RingmailMedium ArmourR210g3AverageUncommon
ScalemailMedium ArmourR215g3AverageUncommon
ShieldLight ArmourR11g2AverageCommon
SplintmailHeavy ArmourB330g4DifficultUncommon
Studded LeatherMedium ArmourR210g3AverageCommon
Tower ShieldMedium ArmourB25g3DifficultUncommon