Black Sword Hack
Black Sword Hack _ UE _ 1.0.2
English version
- French version
4. Equipment
4.1. Cost of Living
At the beginning of each adventure, characters lose a number of coins equal to their CON. This represents their daily expenses between two adventures.
If your character couldn’t or wouldn’t pay, they can either have taken a job or loan (roll on one of the tables below):
4.1.1. Who lent you the money?
- 1. a noble
- 2. a painter
- 3. a mercenary
- 4. a merchant
- 5. a scientist
- 6. an assassin
- 7. a foreign spy
- 8. a smuggler
- 9. the local hermit
- 10. a religious figure
- 11. the thieves’ guild
- 12. you found the money on a corpse you chanced upon
- 13. a sorcerer
- 14. a circus owner
- 15. an ambassador
- 16. an innkeeper
- 17. an errant knight
- 18. the local arena’s owner
- 19. a bounty hunter
- 20. a demon in disguise
4.1.2. Which job did you accept?
Roll on each table.
- 1. find
- 2. follow
- 3. steal
- 4. scare
- 5. hurt
- 6. guard
- 1. a corrupt
- 2. a wanted
- 3. a rebel
- 4. a famous
- 5. an unfaithful
- 6. an ambitious
- 1. noble
- 2. merchant
- 3. thief
- 4. mercenary
- 5. poet
- 6. inquisitor
4.2. Price List
Why variable prices? Some items may be rare or plentiful according to the place you find yourself in or the state of the economy. Instead of modelling all these variables with numerous game mechanics we opted for a simpler rule: want to buy something? Roll to know how much it’s going to cost you. As always the GM is encouraged to make a ruling if a price doesn’t make sense (or even better, come up with an interesting explanation!).
4.2.1. d6 Coins
- A night at the tavern
- A hearty meal
- Backpack
- Clothes (peasant)*
- Grappling hook
- Mirror
- Oil flask
- Parchment, ink and quill
- Rations (per day)
- Rope
- Scrolls
- Waterskin
- Whistle
- Wooden stakes
4.2.2. d6 x 10 Coins
- Boots
- Caltrops
- Clothes (noble)*
- Crowbar
- Drugs and poisons
- Holy water
- Lantern
- Light armour
- Musical instrument
- Saddle bags
- Shovel, pick, etc.
- Simple weapons
- Spyglass
- Tent
- Waterproof case
4.2.3. d6 x 100 Coins
- Cart or wagon
- Gem
- Horse
- Medium armour
- Metal weapons (sword, battle axe...)
* The main difference between peasant and noble clothes are the colours. Nobles and rich merchants can afford all sorts of cloth while peasants are usually dressed in white, grey, or brown clothes. Wearing raven black or bright colours means you have money. Beware!
4.3. Poisons & Drugs
Here is a bunch of poisons, herbs and drugs listed according to their effects. Prices should vary between d6x10 and d6x100 depending on context.
- Anaesthetics (Succeed at a CON test or fall asleep): Witchdrop, Snowseed
- Death (Succeed at a CON test or die): Blackseal, Nooseberries
- Hallucinations (Succeed at a CON test or lose touch): Prophet’s thistle, Dragonweed
- Healing (heal d6 HP): King’s laurel, Angel tail
- Pain (Succeed at a CON test or have Disadvantage on all rolls): Trollbark, Blood ash
- Stimulant (get the benefits of a short rest): Hawkleaf, Steel seeds
- Weakness (Disadvantage on all physical rolls): Spider cress, Plague root
At the GM’s discretion, high or low quality drugs can affect the CON test (Disadvantage for high quality drugs, Advantage for cheap ones). Low quality costs d6x10 coins, high quality costs d6x100 coins.
4.4. Weapons
4.4.1. Barbarian Weapons
- 1. Bone bow*
- 2. Chakram
- 3. Claymore*
- 4. Hunting knife
- 5. Iwisa
- 6. Spear*
- 7. Nomad scimitar
- 8. Raider’s great axe*
- 9. Warhammer
4.4.2. Civilised Weapons
- 1. Cestus
- 2. Dagger
- 3. Engraved longbow*
- 4. Executioner’s cleaver*
- 5. Flail
- 6. Katana
- 7. Legion gladius
- 8. Rapier
- 9. Pilgrim’s staff*
4.4.3. Decadent Weapons
- 1. Blood metal sickle
- 2. Crossbow*
- 3. Inquisitor’s long sword*
- 4. Maul
- 5. Razor whip
- 6. Rusted harpoon
- 7. Scythe*
- 8. Shiv
- 9. Serrated sword
*Two-handed weapons give Advantage on damage rolls.
4.5. Armour & Shields
Suits of armour come with a protection rating: this number is subtracted from most damage the character receives in combat.
4.5.1. Light
- Protection 1
- Hide, leather, gambeson...
- This kind of protection can be found everywhere for cheap.
4.5.2. Medium
- Protection 2
- Breastplate, lorica, studded leather, ring armour, brigandine, chain mail...
- These are usually issued to soldiers and warriors, you won’t find them on a market stall. You’re free to take them from dead enemies though.
4.5.3. Heavy
- Protection 3
- Full plate armour
- Usually tailored to a specific individual. It is very unlikely the characters will ever acquire this type of armour unless they find themselves on a battlefield.
4.5.4. Shields
- You get Advantage when rolling to Parry.
- On a critical failure your shield is broken.