Armor and Weapons
Terms like "Shielding Potential" and "Damage Potential" mentioned below will be explained in the Game Master Guide.
Armors
Armor Shielding Potential
Chainmail (silver) 24
Chainmail (steel) 32
Cloth (plain) 2
Cloth (padded) 4
Leather (plain) 6
Leather (studded) 8
Platemail (silver) 48
Platemail (steel) 64
Ringmail (silver) 12
Ringmail (steel) 16
Weapons
The following chart lists average damage potentials for assorted physical weapons. These are not strict; items may exist that have greater or lesser damage potential, but in general, these apply.
Weapon Damage Potential
Bolos 1d6 + task roll for entanglement of limbs.
Bow (compound) 3d6
Bow (long) 2d6
Bow (short) 1d6
Club 1d6
Crossbow (large) 4d6
Crossbow (medium) 3d6
Crossbow (pistol) 1d6
Crossbow (small) 2d6
Dagger (normal) 1d6
Dagger (throwing) 2d6
Dagger (triblade) 3d6
Gloves (clawed) 3d6
Gloves (plated) 1d6
Gloves (spiked) 2d6
Gloves (studded) 2d6
Lance 3d6
Mace 2d6
Morning Star 3d6
Pike 4d6
Quarterstaff 3d6
Scimitar 3d6
Scythe 2d6
Shield (large) 3d6
Shield (medium) 2d6
Shield (small) 1d6
Sling 2d6
SlingShot 1d6
Staff 2d6
Sword (bastard) 4d6
Sword (broad) 4d6
Sword (great) 5d6
Sword (long) 3d6
Sword (short) 2d6
Sword (triblade) 6d6
Throwing Star 1d6
Whip 2d6 + task roll for entanglement of limbs.
These are average values. Additionally, Damage Potential is increased by the attacking character's STR, by 1d6 per 20 points of STR possessed.
