Equipment House Rules

Armor and Shields

Armor Shall Be Rent

Every time you take damage from a critical hit (usually a natural 20 on the attack roll), your Armor Class is reduced by 1. The armor has been damaged. If the armor’s AC bonus is reduced to 0, then the armor is ruined and must be discarded. Thus, for example, a heroine wearing chainmail (+5 AC) can suffer five critical hits before her armor is ruined.

Armor that is not ruined can be repaired at the cost of 10% of the base cost per point of AC lost. Someone with leatherworker’s tools, smith’s tools, or weaver’s tools can make repairs in the field, but this only repairs 1 AC and uses up the kit. The DC to repair armor is equal to 10+AC lost. Repairing armor takes an hour per AC.

Magical armor (such as +1 suits of armour) is never broken by crits, and cannot be reduced below its magical AC bonus. Thus, for example, +1 Leather cannot be reduced below +1 AC.

Shields Shall Be Splintered

Any damage from a single attack can be ignored by being absorbed by a shield, including a critical hit. When used this way, the shield immediately becomes unusable, shattered by the blow. Magic shields, on the other hand, don’t get destroyed, but are instead just broken. They cannot be used until repaired with carpenter’s tools or leatherworker’s tools (DC 10) and an hour of painstakingly delicate work.

Blades Shall Be Dulled

Every weapon has a Quality rating from 1-5; Quality 3 is average, Quality 1 weapons cost twice as much, Quality 5 costs half as much.

When attacking with a weapon take note of the unmodified number rolled on the Action Die. If this number is equal to or less than the Quality you must test the weapon for breakage.

When testing for breakage you roll the weapon’s damage die (unmodified). If you roll equal to or less than the number of Notches the weapon has gained than the weapon breaks. If you roll above the Notches (which naturally will always happen the first time you ever test for breakage on a weapon, since it will have 0 Notches). Then the weapon gains 1 Notch.

If a weapon is magical you add the magical enhancement to the damage die when testing for breakage.

The standard rate for repair is a tenth of the item’s full cost per Notch. Prices are still subject to review and gouging.

You may attempt repairs yourself with the proper toolkit. You must succeed on a Dexterity roll with the kit against a DC of 5 + Notches. Success means you repair one Notch. If you roll a natural 20, 2 Notches are repaired, but on a natural 1 you instead cause another Notch. This process takes an hour to complete.

If you have a whetstone you can repair any edged metal weapon with only 1 Notch of damage by spending an hour sharpening it.

A weapon that is completely broken can be repaired, but the price is usually equal to or close to buying an entirely new weapon.


For now use the inventory sheets on the back of the character sheets for the inventory system.

For stack sizes see below:

  • Pairs:* daggers
  • Three of:* iron spikes, flasks/potions
  • Half-Dozen:* arrows (without quiver)
  • Score:* arrows (with quiver), quarrels, sling bullets
  • Hundred:* coins

Equipment House Rules

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