100867_RAA_Quill & Codex_R1_PROOF
The Cullen Bunn Role-Playing Game
•Medium Armor (Requires D8 Muscle Trait) – +2 Defense Roll Modifier ◦ Medium armor might include chainmail, scale mail, and the like. •Heavy Armor (Requires D12 Muscle Trait) – +3 Defense Roll Modifier ◦ Heavy Armor includes plate mail or power armor or dragon scale armor, and the like.
◦ Flint and Steel ◦ Rations ◦ Waterskin • Crowbar (+1 to Open Doors) – 2 Farthings • Healer’s Kit (+1 to Rolls Related to First Aid) – 1 Farthing • Oil (for burning stuff) – 1 Far thing •Rope (50’) and Grappling Hook (+1 to Climbing) – 2 Farthings •Thief’s Tools (+1 to Pick Locks, Disarm Traps, Etc) – 2 Farthings • Torch (To Help You See in Dark Places) – 1 Farthing • Light Weapon – 5 Farthings • Medium Weapon – 10 Farthings • Heavy Weapon – 20 Farthings • A Quiver of 20 Arrows – 5 Far things • Shield – 5 Farthings • Light Armor – 10 Farthings • Medium Armor – 15 Farthings • Heavy Armor – 20 Farthings
CULLEN SAYS – Some fear some monsters or terrible poisons or awful diseases can temporarily (or permanently) reduce an Adventurer’s Muscle Trait. If that happens, the Ad venturer cannot wield a weapon that is too heavy for them. If it happens in the middle of bat tle… well… that’s just exciting. CULLEN ALSO SAYS – We’ll expand on weapons rules in future supplements, but this is plenty to get you out there and rolling dice. If something comes up that is not covered in these rules, the GM can make a deci sion on the fly and keep things moving.
OThEr GEAr AND EXTrA WEApONS h ere is a list of some basic Gear an Adventurer might want to carry around. Average costs of these items are also included. There are certainly more items out in the world. The Game Master will have the final say on what might be found and how much it costs. Each of these items takes one of the Ad venturer’s slots for Encumbrance. • Adventurer’s Pack – 2 Farthings ◦ Backpack ◦ Bedroll
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