Acolyte RPG - Equipment
Weapons
Unarmed - 1dmg - X
Light Weapon - 2dmg - 4 Drachma
Thrown Weapon - 2dmg - 4 Drachma
Medium Weapon - 3dmg - 6 Drachma
Ranged Weapon - 3dmg - 6 Drachma
Reach Weapon - 4dmg - 8 Drachma
Heavy Weapon - 5dmg - 10 Drachma
When you use a weapon and successfully hit a target, you deal damage equal to the weapons base damage + your Power Training Level.
Light Weapon - 2dmg - 4 Drachma
Thrown Weapon - 2dmg - 4 Drachma
Medium Weapon - 3dmg - 6 Drachma
Ranged Weapon - 3dmg - 6 Drachma
Reach Weapon - 4dmg - 8 Drachma
Heavy Weapon - 5dmg - 10 Drachma
When you use a weapon and successfully hit a target, you deal damage equal to the weapons base damage + your Power Training Level.
The Off Hand
Some weapons such as Ranged, Reach, and Heavy require you to use two hands to properly wield the weapon. Others like Light, Thrown, and Medium only need a single hand to use, meaning you are left to make use of your free off hand. Leaving it empty offers you flexibility to carry torches, make use of terrain such as ropes and ladders, and more easily grab foes or control a mount. Alternatively you could choose to carry a shield or another weapon. While dual wielding, you may use your Quick Action to attack with your off hand weapon as long as it is Thrown or Light. If it is Medium you must use a Standard Action to Attack with it.
Armor
Soft Leather - 1dmg - 10 Drachma - Not effective against Piercing - Organic
Hard Leather - 2dmg - 20 Drachma - Not effective against Piercing - -1 Stat Rank Agility - Organic
Hide - 3dmg - 30 Drachma - Not effective against Piercing - -2 Stat Ranks Agility - Organic
Padded Cloth - 1dmg - 5 Drachma - Not effective against Slashing - Rigid
Linen Armor - 2dmg - 10 Drachma - Not effective against Slashing - -1 Stat Rank Agility - Rigid
Linothorax - 3dmg - 15 Drachma - Not effective against Slashing - -2 Stat Ranks Agility - Rigid
Greaves and Bracers - 1dmg - 15 Drachma - Not effective against Bludgeoning - -1 Stat Rank Agility and Stealth - Durable - Conductive
Bronze Cuirass - 2dmg - 30 Drachma - Not effective against Bludgeoning - -2 Stat Ranks Agility and Stealth - Durable - Heavyweight - Conductive
Heroic Cuirass - 3dmg - 45 Drachma - Not effective against Bludgeoning - -3 Stat Ranks Agility and Stealth - Durable - Heavyweight - Conductive
Light Enchanted Garb - 1dmg - 10 Drachma - Applies to Resist Checks - Flammable
Medium Enchanted Garb - 2dmg - 20 Drachma - Applies to Resist Checks - -2 Blessings - Flammable
Heavy Enchanted Garb - 3dmg - 30 Drachma - Applies to Resist Checks - -4 Blessings - Flammable
Warded Toga - 1dmg - 15 Drachma - Applies to Resist Checks - Pure - Resonant
Warded Tunic - 2dmg - 30 Drachma - Applies to Resist Checks - Pure - -2 Blessings - Resonant
Warded Robes - 3dmg - 45 Drachma - Applies to Resist Checks - Pure - -4 Blessings - Resonant
Light Holy Vestments - 10 Drachma - Applies to Resist Checks - Sacred - Pious
Medium Holy Vestments - 20 Drachma - Applies to Resist Checks - Sacred - -2 Blessings - Pious
Heavy Holy Vestments - 30 Drachma - Applies to Resist Checks - Sacred - -4 Blessings - Pious
Boetoian Shield (Hide Shield) - +1 Stat Rank Block - 10 Drachma - Organic
Aspis (Wooden Shied) +1 Stat Rank Block, 1dmg reduced - 15 Drachma - Heavyweight - Flammable
Hoplon (Bronze Shield) +1 Stat Rank Block, 1dmg reduced - 20 Drachma - Durable - Heavyweight - Conductive
Hard Leather - 2dmg - 20 Drachma - Not effective against Piercing - -1 Stat Rank Agility - Organic
Hide - 3dmg - 30 Drachma - Not effective against Piercing - -2 Stat Ranks Agility - Organic
Padded Cloth - 1dmg - 5 Drachma - Not effective against Slashing - Rigid
Linen Armor - 2dmg - 10 Drachma - Not effective against Slashing - -1 Stat Rank Agility - Rigid
Linothorax - 3dmg - 15 Drachma - Not effective against Slashing - -2 Stat Ranks Agility - Rigid
Greaves and Bracers - 1dmg - 15 Drachma - Not effective against Bludgeoning - -1 Stat Rank Agility and Stealth - Durable - Conductive
Bronze Cuirass - 2dmg - 30 Drachma - Not effective against Bludgeoning - -2 Stat Ranks Agility and Stealth - Durable - Heavyweight - Conductive
Heroic Cuirass - 3dmg - 45 Drachma - Not effective against Bludgeoning - -3 Stat Ranks Agility and Stealth - Durable - Heavyweight - Conductive
Light Enchanted Garb - 1dmg - 10 Drachma - Applies to Resist Checks - Flammable
Medium Enchanted Garb - 2dmg - 20 Drachma - Applies to Resist Checks - -2 Blessings - Flammable
Heavy Enchanted Garb - 3dmg - 30 Drachma - Applies to Resist Checks - -4 Blessings - Flammable
Warded Toga - 1dmg - 15 Drachma - Applies to Resist Checks - Pure - Resonant
Warded Tunic - 2dmg - 30 Drachma - Applies to Resist Checks - Pure - -2 Blessings - Resonant
Warded Robes - 3dmg - 45 Drachma - Applies to Resist Checks - Pure - -4 Blessings - Resonant
Light Holy Vestments - 10 Drachma - Applies to Resist Checks - Sacred - Pious
Medium Holy Vestments - 20 Drachma - Applies to Resist Checks - Sacred - -2 Blessings - Pious
Heavy Holy Vestments - 30 Drachma - Applies to Resist Checks - Sacred - -4 Blessings - Pious
Boetoian Shield (Hide Shield) - +1 Stat Rank Block - 10 Drachma - Organic
Aspis (Wooden Shied) +1 Stat Rank Block, 1dmg reduced - 15 Drachma - Heavyweight - Flammable
Hoplon (Bronze Shield) +1 Stat Rank Block, 1dmg reduced - 20 Drachma - Durable - Heavyweight - Conductive
Equipment Qualities
Armor Piercing - The weapon is designed to penetrate armor. Its base damage is reduced by 1 but armor and shields cannot reduce the damage.
Broken - The item cannot function in this state. It offers no benefits and cannot be used to attack effectively and costs double the resources to be repaired.
Conductive - When the wielder takes lightning damage they take 50% more and random or chain lightning attacks prioritize conductive targets and get +2 SR to hit
Damaged - The item is less effective at its purpose. Skill Checks made to use the item are at -2 Stat Rank.
Defensive - This armor or shield negates extra damage you may take from Tragic defensive Checks
Destructive - When this weapons damage is reduced, it inflicts the Damaged quality on the armor or shield that reduced it.
Durable - If this item would be Damaged or Broken, it loses the Durable quality instead.
Efficient - This item is well made and grants the user +1 SR to the Skill required to use it.
Enchantable - This item can be blessed by the gods by taking it to a temple. This allows you to add Gifts to the item to be Attuned.
Fine - This item retains a high level of craftsmanship and therefor has double the value in Drachma.
Flammable - When the user is dealt fire damage the item takes the burning condition.
Fragile - If this item would be damaged it is broken instead.
Heavyweight - Carrying an item with this quality reduces your Movement by 5ft / Heavyweight item you are carrying.
Honed - A freshly sharpened or polished weapon retains this quality until it lands a hit. It offers +1 Stat rank on attacks and +2 damage.
Immortal - When this item is Broken, it will disappear and return to the nearest shrine of that Deity, fully repaired.
Keen - Weapons with this quality deal X3 damage when they make Epic Successes.
Masterwork - A work of true skill. This quality is a package of Enchantable, Fine, and Durable qualities.
Organic - When the user is deal poison damage, the equipment takes the Damaged Condition.
Pious - When the user is dealt a Curse Type Condition, the item stops granting its benefits until the Curse Type Condition is removed
Primitive - This item cannot be upgraded with other qualities.
Pure - This item cannot become cursed.
Resonant - When the user is dealt Sonic Damage, any allies within 10ft are also dealt the damage.
Rigid - When the wearer is dealt Ice Damage, they become slowed to 1/2 their MV until the item is repaired.
Sacred - Only those with at least 2 Devotion with that Deity may carry this item.
Broken - The item cannot function in this state. It offers no benefits and cannot be used to attack effectively and costs double the resources to be repaired.
Conductive - When the wielder takes lightning damage they take 50% more and random or chain lightning attacks prioritize conductive targets and get +2 SR to hit
Damaged - The item is less effective at its purpose. Skill Checks made to use the item are at -2 Stat Rank.
Defensive - This armor or shield negates extra damage you may take from Tragic defensive Checks
Destructive - When this weapons damage is reduced, it inflicts the Damaged quality on the armor or shield that reduced it.
Durable - If this item would be Damaged or Broken, it loses the Durable quality instead.
Efficient - This item is well made and grants the user +1 SR to the Skill required to use it.
Enchantable - This item can be blessed by the gods by taking it to a temple. This allows you to add Gifts to the item to be Attuned.
Fine - This item retains a high level of craftsmanship and therefor has double the value in Drachma.
Flammable - When the user is dealt fire damage the item takes the burning condition.
Fragile - If this item would be damaged it is broken instead.
Heavyweight - Carrying an item with this quality reduces your Movement by 5ft / Heavyweight item you are carrying.
Honed - A freshly sharpened or polished weapon retains this quality until it lands a hit. It offers +1 Stat rank on attacks and +2 damage.
Immortal - When this item is Broken, it will disappear and return to the nearest shrine of that Deity, fully repaired.
Keen - Weapons with this quality deal X3 damage when they make Epic Successes.
Masterwork - A work of true skill. This quality is a package of Enchantable, Fine, and Durable qualities.
Organic - When the user is deal poison damage, the equipment takes the Damaged Condition.
Pious - When the user is dealt a Curse Type Condition, the item stops granting its benefits until the Curse Type Condition is removed
Primitive - This item cannot be upgraded with other qualities.
Pure - This item cannot become cursed.
Resonant - When the user is dealt Sonic Damage, any allies within 10ft are also dealt the damage.
Rigid - When the wearer is dealt Ice Damage, they become slowed to 1/2 their MV until the item is repaired.
Sacred - Only those with at least 2 Devotion with that Deity may carry this item.
Recipe Books
These are blank books that characters may use to record the outcome of mixing specific components in the crafts of cooking, alchemy, and smithing. Each book is assigned a level ( Apprentice, Journeyman, Expert, or Master), the more complex the recipe and more powerful the resulting product, the higher level of book is required. A character can first obtain an Apprentice level book to begin recording recipes. A recipe can be added each time the character is exposed to a new product of their craft and the choice is up to them to record the recipe or not. Once a book contains 5 recipes the character will be able to obtain the next level book and more books of the same level if they so choose. As long as a character has the required components to craft a recipe in their books, they may do so with Craft Checks.
Glory Pendants
When an Acolyte reaches Devotion level 6 in a Deity, they may travel to that temple to receive a Glory Pendant. The pendant counts as a single use Divine Gift that when activated, consumes all remaining Blessings. It requires no check to activate and bestows the full might of that Deity upon the Acolyte. This could be different every time it is used but could range from Stat and Skill increases to special equipment. The effects lasts 1 round / current Devotion level. Once the pendant is expended it will disappear and return to the temple where it can be obtained again.
Ships
![Picture](/uploads/3/2/8/5/3285221/published/boat-1.png?1651674887)
Kyrenia
Type- Trading Vessel
Length- 45ft
Beam- 15ft
Sail- Single Square Sail
Speed- 4 Knots (5 Unburdened)
Crew- 4
Cargo- 15 Tons (16-25 Burdened)
Cost- 250 Drachma
Type- Trading Vessel
Length- 45ft
Beam- 15ft
Sail- Single Square Sail
Speed- 4 Knots (5 Unburdened)
Crew- 4
Cargo- 15 Tons (16-25 Burdened)
Cost- 250 Drachma
![Picture](/uploads/3/2/8/5/3285221/published/model-of-a-greek-trireme.jpg?1651676224)
Penteconter
Type- Warring / Trading Vessel
Length- 90ft
Beam- 12ft
Sail- Single Square Sail / 50 Oars
Speed- 8 Knots (9 Unburdened)
Crew- 50
Cargo- 9 Tons (10-20 Burdened)
Cost- 300 Drachma
Type- Warring / Trading Vessel
Length- 90ft
Beam- 12ft
Sail- Single Square Sail / 50 Oars
Speed- 8 Knots (9 Unburdened)
Crew- 50
Cargo- 9 Tons (10-20 Burdened)
Cost- 300 Drachma
![Picture](/uploads/3/2/8/5/3285221/published/boat-2.png?1651675264)
Bireme
Type- Warring / Trading Vessel
Length- 70ft
Beam- 10ft
Sail- Single Square Sail / 30-50 Oars
Speed- 5 Knots (6 Unburdened)
Crew- 120
Cargo- 7 Tons (8-15 Burdened)
Cost- 350 Drachma
Type- Warring / Trading Vessel
Length- 70ft
Beam- 10ft
Sail- Single Square Sail / 30-50 Oars
Speed- 5 Knots (6 Unburdened)
Crew- 120
Cargo- 7 Tons (8-15 Burdened)
Cost- 350 Drachma
![Picture](/uploads/3/2/8/5/3285221/published/boat-3.png?1651676267)
Trireme
Type- Warring Vessel
Length- 90ft
Beam- 15ft
Sail- Dual Square Sails / 150 Oars
Speed- 7 Knots (9 Unburdened)
Crew- 170
Cargo- 3 Tons (4-5 Burdened)
Cost- 400 Drachma
Type- Warring Vessel
Length- 90ft
Beam- 15ft
Sail- Dual Square Sails / 150 Oars
Speed- 7 Knots (9 Unburdened)
Crew- 170
Cargo- 3 Tons (4-5 Burdened)
Cost- 400 Drachma
![Picture](/uploads/3/2/8/5/3285221/published/boat-4.png?1651676309)
Corbita
Type- Trading Vessel
Length- 60ft
Beam- 15ft
Sail- Dual Square Sails
Speed- 5 Knots (6 Unburdened)
Crew- 6
Cargo- 50 Tons (51-100 Burdened)
Cost- 450 Drachma
Type- Trading Vessel
Length- 60ft
Beam- 15ft
Sail- Dual Square Sails
Speed- 5 Knots (6 Unburdened)
Crew- 6
Cargo- 50 Tons (51-100 Burdened)
Cost- 450 Drachma
Other Equipment
Glass of Wine - 1D
Bottle of Wine - 2D
Common Meal - 1D
Fine Meal - 2D
Waterskin - 1D
Barrel of 1 Weeks Water - 5D
1 Weeks Trail Rations - 2D
Night at a Common Inn - 2D
Night at a Fine Inn - 4D
Passage by Wagon or Horse - 1D / Day
Passage by Ship - 2D / Day
Tent and Bed Roll - 5D
Torch - 1D
Lamp - 2D
Oil - 1D
Horse Rental - 5D / Week
Cooking Kit - 5D
Art Kit - 5D
Alchemy Kit - 10D
Smiths Repair Kit - 10D
Engineering Tools - 10D
Cooking Component - 1/4D
Rare Cooking Component - 1D
Alchemy Component - 1D
Smithing Component - 1D
Engineering Component - 1D
Tonic / Poison
EA- 2D
AV- 4D
HR- 6D
CH- 8D
EX- 10D
X2- 12D
X3- 14D
Light Untrained Horse - 20D
Light Trained Horse - 40D
Heavy Untrained Horse - 30D
Heavy Trained Horse - 50D
Horse Rental - 5D / Week
Common Dog - 5D
Hunting Dog - 15D
Oxen - 20D
Mule - 20D
Donkey / Pony - 15D
Common Bird - 15D
Hunting Bird - 50D
Boarding - 1D / Night
Saddle - 10D
Cart - 20D
Wagon - 40D
Docking - 4D / Night
Weapon Repair - 1D / dmg
Armor Repair - 2D / dmg
Build with Special Quality - 25D + normal item cost
Masterwork Build - 50D + normal item cost
Divine Gift - 50D / Devotion
Shrine Map - 25D
Glory Pendant - 100D
Common Tithe - 10D or items of equivalent value. This usually grants you a temporary Tithe Gift from the temple that lasts until used and will increase devotion to that deity at the end of the session.
Bottle of Wine - 2D
Common Meal - 1D
Fine Meal - 2D
Waterskin - 1D
Barrel of 1 Weeks Water - 5D
1 Weeks Trail Rations - 2D
Night at a Common Inn - 2D
Night at a Fine Inn - 4D
Passage by Wagon or Horse - 1D / Day
Passage by Ship - 2D / Day
Tent and Bed Roll - 5D
Torch - 1D
Lamp - 2D
Oil - 1D
Horse Rental - 5D / Week
Cooking Kit - 5D
Art Kit - 5D
Alchemy Kit - 10D
Smiths Repair Kit - 10D
Engineering Tools - 10D
Cooking Component - 1/4D
Rare Cooking Component - 1D
Alchemy Component - 1D
Smithing Component - 1D
Engineering Component - 1D
Tonic / Poison
EA- 2D
AV- 4D
HR- 6D
CH- 8D
EX- 10D
X2- 12D
X3- 14D
Light Untrained Horse - 20D
Light Trained Horse - 40D
Heavy Untrained Horse - 30D
Heavy Trained Horse - 50D
Horse Rental - 5D / Week
Common Dog - 5D
Hunting Dog - 15D
Oxen - 20D
Mule - 20D
Donkey / Pony - 15D
Common Bird - 15D
Hunting Bird - 50D
Boarding - 1D / Night
Saddle - 10D
Cart - 20D
Wagon - 40D
Docking - 4D / Night
Weapon Repair - 1D / dmg
Armor Repair - 2D / dmg
Build with Special Quality - 25D + normal item cost
Masterwork Build - 50D + normal item cost
Divine Gift - 50D / Devotion
Shrine Map - 25D
Glory Pendant - 100D
Common Tithe - 10D or items of equivalent value. This usually grants you a temporary Tithe Gift from the temple that lasts until used and will increase devotion to that deity at the end of the session.