List of Weapons and Armour
The following kinds of objects can be weapons and armour in the Solar System sense (that is, something which helps you by increasing the effectiveness of either your attempted actions or your resistance to others’ attempted actions against you).
Weapons and armour can have a rating from +1 to +3. The level of the rating is determined by the specificity of the harm or protection they provide.
- Weapons and armor with a +1 rating work in specific situations determined by action taken, and often ability used. Any good-quality piece of equipment can, with the agreement of the current Marshal of the Lists, be regarded as a +1 weapon in an appropriate situation.
- Weapons and armor with a +2 rating work in situations with a specific type of people, environment, or other restrictions. They must be created with the help of the Secret of Imbuement.
- Weapons and armor with a +3 rating work in rare situations or against particular persons. They also require the Secret of Imbuement.
An item can have more than one bonus - it can have up to three +1, two +2, and one +3 bonus.
Actual Weapons
Actual sharp or heavy things can, of course, be weapons: daggers, swords, battleaxes, maces, lances, spears.
- A sword that gives +1 harm in combat.
- A mace that gives +2 harm against “hard” armors, like plate or chain.
- A dagger forged to kill the Enchanter of Castel-Vert, which deals +3 harm in attempts to kill him.
Actual Armour
Likewise, actual chainmail, breastplates, helmets and the like (including entire suits of armour) can be armour:
- Chainmail that gives +1 protection in combat.
- A helmet that gives +2 protection against mounted opponents.
- A breastplate that gives +3 protection against attacks while the full moon is in the sky.
Symbols
Bearing a symbol can provide protection or increased authority among those who respect the symbol.
- A royal crest that provides +1 protection when involved in diplomacy.
- The Seal of Varun, which provides +2 protection against the law in Varun.
- The signet of Lady Otterkin, which provides +3 influence over Lord Otterkin when attempting to convince him of a course of action.
Spells
If your campaign has the magic level set to High, spells can be weapons or armour. Like Secrets, they must be learned either from someone who knows them or from a book. Like all weapons and armour, they can be granted as boons.
- A spell which gives +1 to attempts to use Woodcraft to track someone.
- A spell which gives +2 protection against the attacks of faeries.
- A spell which gives +3 to attempts to cross a particular bridge.
You can decide, for your game, whether to require a character to have the Magic ability in order to use spells. There are arguments from the source material for allowing non-magical characters to use spells which function as weapons or armour, without having to have a specific ability to use magic in general. The power comes from the spell, in other words, and it works for whoever uses it.
Other Items
Clothing, musical instruments, tools, vessels and other portable everyday items can be weapons or armour.
- A lute that deals +1 harm in attempts to win a crowd while playing it.
- A goblet which gives +2 protection against poisoned wine.
- A cap which gives +3 harm while attempting to be unnoticed by the Giant Groff.
Errantry copyright 2006 by Mike Reeves-McMillan. Released under a Creative Commons Attribution-ShareAlike License(approve sites).
These are notes for a work in progress. Don’t expect everything to be consistent or make sense.