Bleak Forest
Character Rules: Equipment
Created by Johnathan L Bingham
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.
- 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).
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.
- Food and water: Lower both dice by 1 each Short Rest or Full Rest; a rest taken without both restores nothing. Each Watch of Forced March costs 1 extra use of each. If either supply runs out, remove its die. After 24 hours without food or water, make a Corpus save; on a failure, add 1 Fatigue marker to inventory. Make another save each Watch you remain without that supply.
- Torches: Lower the torch die by 1 for each hour a torch burns. At 0, you have no torches left. Without another light source, you cannot see in darkness. In the Bleak Forest, you are At Risk and add 1 to the Danger Die (maximum 4) while you remain in darkness.
Item Sizes
- Tiny (T) items include coins and gems. Bundle them in a pouch or bag; 100 take 1 inventory slot.
- Small (S) items include arrows and bolts. Twenty can be bundled in a quarrel or quiver and take 1 slot.
- Regular (R) items, such as longswords and coils of rope, take 1 slot.
- Bulky (B) items take 2 slots and are usually two-handed or awkward. While wearing Bulky armour, your Anima modifier is halved (rounded down) for Anima checks and saves only; it does not change your Vitality.
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).
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.
Throw
Throw indicates whether a weapon may be thrown as a missile weapon. Weapons not designed for throwing take a penalty:
- T0: No penalty up to Near range (25 m); axes and daggers are balanced for throwing.
- T1: Minor Disadvantage up to Near range.
- T2: Major Disadvantage up to Near range.
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.
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.
Repair Difficulty
Repair entries link to the corresponding BAM! task difficulty in the Core Rules.
The table below outlines general weapons and armour categories and provides quick reference guidance for weapon and armour categories:
| Type | Name/Example | Typical Damage/Armour | Notes |
|---|---|---|---|
| Unarmed Attack | 1d2 damage | ||
| Small Weapons | dagger, dart, sling | 1d3 | |
| Simple Weapons | club, staff | 1d6-1 damage | |
| Martial Weapons (1 handed) | axe, hammer, long sword, mace | 1d6+1 damage | |
| Martial Weapons (2 Handed)* | battle axe, two handed sword, spear | 1d6+2 damage | |
| Light Ranged Weapons* | bow, hand crossbow | 1d6 damage | |
| Heavy Ranged Weapons* | longbow, two handed crossbow | 1d6+1 | |
| Weapon of Quality | As per weapon type | +1 damage and durability | |
| Light Armour | leather, arming doublet | +1 Armour | |
| Medium Armour | chainmail, brigandine, studded leather | +2 Armour | |
| Heavy Armour | plate | +3 Armour (Bulky) | Moderate Disadvantage to Wiles Skill Checks |
| Full Armour | Field Plate | +4 Armour (Bulky) | Major Disadvantage to Wiles Skill Checks |
| Helmets | +1 Armour | ||
| Shields* | +1 Armour or absorb blow | Moderate Disadvantage to Wiles Skill Checks |
*Cannot use shield while dual-wielding items.
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.
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).
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.
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.
Repair and Preventative Maintenance
Arms and armour may be repaired or maintained using the Repair skill, a Smith, a Tinkerer, or Magic.
Weapons
| Weapon | Description | Size | Damage | Throw | Cost | Durability | Repair | Availability |
|---|---|---|---|---|---|---|---|---|
| Axe | 1 handed martial weapon | R | 1d6+1 | T0 | 10s | 3 | Average | Common |
| Battle Axe | 2 handed martial weapon | B | 1d6+2 | T2 | 20s | 4 | Difficult | Uncommon |
| Bow, Long | 2 handed ranged weapon | B | 1d6+1 | — | 30s | 2 | Average | Uncommon |
| Bow, Short | 1 handed ranged weapon | R | 1d6 | — | 10s | 2 | Average | Common |
| Club | simple weapon | R | 1d6-1 | T2 | 1s | 2 | Easy | Common |
| Crossbow, hand | 1 handed ranged weapon | R | 1d6 | — | 15s | 2 | Difficult | Uncommon |
| Crossbow, heavy | 2 handed ranged weapon | B | 1d6+1 | — | 25s | 3 | Difficult | Uncommon |
| Dagger | small martial weapon | S | 1d3+1 | T0 | 4s | 3 | Difficult | Common |
| Dart | small ranged weapon | S | 1d3 | T0 | 1s | 1 | Easy | Common |
| Flail | 1 handed martial weapon | R | 1d3+2 | — | 12s | 4 | Difficult | Uncommon |
| Hammer | 1 handed martial weapon | R | 1d6 | T1 | 8s | 3 | Average | Common |
| Javelin | 1 handed ranged weapon | R | 1d6 | T0 | 10s | 3 | Average | Uncommon |
| Knife | Simple weapon | S | 1d3 | — | 1s | 2 | Average | Common |
| Mace | 1 handed martial weapon | R | 1d6+1 | T1 | 12s | 4 | Difficult | Uncommon |
| Sling | simple weapon | S | 1d3 | — | 1s | 2 | Easy | Common |
| Spear | 2 handed martial weapon | B | 1d6+1 | T0 | 10s | 3 | Average | Common |
| Staff | simple weapon | B | 1d6-1 | — | 5s | 2 | Easy | Common |
| Sword, long | 1 handed martial weapon | R | 1d6+1 | — | 15s | 4 | Difficult | Common |
| Sword, short | 1 handed martial weapon | R | 1d6 | T2 | 10s | 3 | Difficult | Common |
| Sword, two handed (Zweihander) | 2 handed martial weapon | B | 1d6+2 | — | 45s | 4 | Difficult | Uncommon |
Armour
| Armour | Description | Size | Rating | Cost | Durability | Repair | Availability |
|---|---|---|---|---|---|---|---|
| Arming Doublet | Light Armour | R | 1 | 1g | 2 | Average | Common |
| Banded | Medium Armour | R | 2 | 10g | 3 | Difficult | Uncommon |
| Brigandine | Medium Armour | R | 2 | 10g | 3 | Difficult | Uncommon |
| Bronze plate | Heavy Armour | B | 3 | 35g | 4 | Difficult | Rare |
| Buckler | Light Armour | S | 1 | 7s | 2 | Average | Common |
| Chainmail | Medium Armour | R | 2 | 15g | 3 | Difficult | Common |
| Field Plate | Heavy Armour | B | 4 | 75g | 5 | Challenging | Rare |
| Helmet | Light Armour | R | 1 | 2g | 2 | Difficult | Common |
| Lamellar | Medium Armour | R | 2 | 7g | 3 | Difficult | Common |
| Leather | Light Armour | R | 1 | 5g | 2 | Average | Common |
| Plate Mail | Heavy Armour | B | 3 | 50g | 4 | Challenging | Rare |
| Ringmail | Medium Armour | R | 2 | 10g | 3 | Average | Uncommon |
| Scalemail | Medium Armour | R | 2 | 15g | 3 | Average | Uncommon |
| Shield | Light Armour | R | 1 | 1g | 2 | Average | Common |
| Splintmail | Heavy Armour | B | 3 | 30g | 4 | Difficult | Uncommon |
| Studded Leather | Medium Armour | R | 2 | 10g | 3 | Average | Common |
| Tower Shield | Medium Armour | B | 2 | 5g | 3 | Difficult | Uncommon |