Gear in Mouse Guard Abroad | World Anvil
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Gear

Gear. Without it, you’re lost; yet there’s never enough when you need it. This chapter provides rules for gear including cost, inventory and special modifiers.   In general, all gear is available in all towns, but the GM can limit specific items. For example, plate armor and crossbows can be limited to bigger, richer settlements.  
Master Gear List
ItemCostInventory Slots
Armour
Chainmail Armour Ob 3 torso/worn 1
Helmet Ob 2 head/worn 1
Leather Armour Ob 2 torso/worn 1
Plate Armour Ob 4 torso/worn 2
Clothing
Cloak Ob 2 torso/worn 1, hand/carried 1 or
pack 2
Finery Ob 4 torso/worn 3 or pack 4
Shoes Ob 1 feet/worn 1
Containers
Backpack Ob torso/worn 2
Bottle Ob 1 pack 2
Jug Ob 1 pack 3
Pouch, belt Ob 1 worn/default slot
Quiver Ob 2 torso/worn 1 or belt/weapon
Sack, large Ob 1 hands/carried 2 or pack 1
Sack, small (2) Ob 1 hands/carried 1 or pack 1
Satchel Ob 1 torso/worn 1
Waterskin/wineskin Ob 1 belt/default slot
Equipment
Flask of oil (2) Ob 2 hand/carried 1 or pack 1
Grappling hook Ob 3 hand/carried 1 or pack 2
Hammer Ob 2 hand/carried 1 or pack 1
Iron spikes (6) Ob 1 pack 1
Pole, 10’ Ob 1 hand/carried 2
Rope Ob 2 torso/worn 1 or pack 2
Thieves’ tools Ob 4 pack 1
Tinderbox Ob 1 pack 1
Food
Rations, fresh (2) Ob 1 pack 1
Rations, preserved (3) Ob 2 pack 1
Water Free skin/bottle/jug 1
Wine Ob 1 skin/bottle/jug 1
Light Source
Candles (4) Ob 1 hand/carried 1 or pack 1
Lantern Ob 4 hand/carried 1 or pack 2
Torches (4) Ob 1 hand/carried 1 or pack 1
Magical and Religious Equipment
Scroll (see description) Ob 3 pack 1
Spell supplies Ob 1+ hand/worn, neck/worn or pack 1 per spell
Traveling spell book Ob 4 pack 2
Holy symbol Ob 3 neck/worn 1
Prayer supplies Ob 1+ hand/worn, neck/worn or pack 1 per spell
Weapons
Battle axe Ob 3 hand/carried 2
Bow Ob 3 in quiver or hand/carried 2
Crossbow Ob 4 hand/carried 2 and belt/weapon
Dagger Ob 1 belt/weapon or hand/carried 1
Flail Ob 2 hand/carried 2
Halberd Ob 3 hand/carried 2
Hand Axe Ob 1 belt/weapon or hand/carried 1
Mace Ob 2 belt/weapon or hand/carried 1
Polearm Ob 3 hand/carried 2
Shield Ob 1 hand/carried 1 or torso/worn 1
Sling Ob 1 hand/carried 1, belt/weapon or pouch
Spear Ob 1 hand/carried 1
Sword Ob 3 belt/weapon or hand/carried 1
Two-handed sword Ob 3 hand/carried 2
Warhammer Ob 3 hand/carried 2
  The cost for each item is the Resources obstacle to purchase it in the marketplace in town.  

Gear Descriptions

 

Armor

  Armor obeys the following general rules:  
    Armor reduces an attacker’s successful or tied Attack or
    Feint action by -1s.
    Armor benefits kill, drive off and capture conflicts only.
    Wearing chain or plate or carrying a shield in a fight increases the obstacle for recovery from the exhausted condition
 
Chainmail Armor
Like all armor, chainmail subtracts -1s from opponent’s successful or tied Attack or Feint in a fi ght. After use, roll d6: on a 1-3 the armor is damaged and doesn’t provide further benefit. On a 4-6 the armor is still usable. Maces and warhammers negate chainmail’s effect, but if you’re hit with one you must still check for damage. Damaged armor may be repaired.
Helmet
Like all armor, helmets subtract -1s to opponent’s successful or tied Attack or Feint in a fight. This effect may be combined with another armor effect on the same action. A helmet may be used once, after which it is damaged or destroyed, though you can repair helmets with the Armorer skill. Maces and warhammers bypass a helmet’s effect.
Leather armor
Leather isn’t as reliable as chain and plate, but it’s more durable. If you are targeted by a successful or tied Attack or Feint in a fight, roll a d6. On a 4+, you reduce the Attack or Feint by -1s. If failed, your opponent attacks unhindered. You can only make this roll once per fight, but the armor is not destroyed by absorbing hits. Spears, bolts and arrows bypass leather armor’s protection.
Plate armor
Like all armor, plate subtracts -1s from opponent’s successful or tied Attack or Feint in a fi ght. After use, roll a d6: On a 1-2, the armor is damaged or destroyed. On a 3+, the armor is still usable. Against maces or warhammers, plate is damaged on a 1-4. Damaged armor may be repaired.  

Clothing

  Your character wears an outfit of your choosing. The most prominent aspects of your outfit are described by your raiment. Basic clothing and raiment don’t take up any inventory slots. Maintaining your basic clothing and raiment is considered part of your lifestyle cost.
Cloak
Cloaks provide +1D to Survivalist or Health tests related to staying warm or keeping dry.
Finery
Finery is required for dealing with nobility.
Shoes
Without shoes, the GM can call for a character to make all sorts of unwelcome Health tests to stave off nasty results— unless you’re a gecko, of course.  

Containers

Containers are used to hold other items, like food and water.  
Backpack
Backpacks have six slots. Wearing a backpack counts as a factor in Fighter and Technician tests.
Bottle
A bottle is a container for two draughts of water or wine.
Jug
A jug holds three draughts of water or wine.
Pouch, belt
All characters start with a pouch by default; it holds one item.
Quiver
A quiver holds arrows or bolts, or two items. Quivers can also hold your bow, but not your crossbow.
Sack, large
Large sacks have six inventory slots, but require two hands to carry. If packed empty, it takes up one slot.
Sack, small
Small sacks have two slots. Small sacks come in pairs and two sacks can be packed into one slot.   Don’t be confused by the inventory sheet. You don’t get free small sacks hanging from your butt. You must pack them empty in your pack and then carry them home full. If you don’t pack them, you don’t have them.
Satchel
A satchel holds three items and is worn over the shoulder.
Waterskin/wineskin
All characters start with a waterskin by default; it holds one draught of water or wine.  

Equipment

 
Flask of Oil
Lanterns use flasks of oil as fuel. Cost and inventory represents two fl asks of oil. A fl ask of oil will fuel a lantern for three turns. See the Lantern entry.
Grappling hook
A grappling hook (when used with rope) gives +1D to Dungeoneer tests involving climbing.
Hammer
A hammer is used to drive iron spikes into hard surfaces, among other uses.
Iron spikes
Iron spikes grant +1D to tests involving wedging doors open or closed, climbing, anchoring ropes or prying things loose. Cost and inventory is for six spikes. When used, roll D6 for the number of spikes required for the task. If you recover spikes, roll d6-1 for the number reclaimed. The amount expended is the maximum number you can reclaim.
Pole, 10’
Using a pole gives +1D to Scout tests to detect appropriate trap triggers.
Rope
Rope comes in 50-foot coils. It is incredibly useful and can be used in situations involving climbing, linking your group together, tying down unruly captives and even starting fires.
Thieves’ tools
Thieves’ tools provide +1D to Criminal tests to pick locks.
Tinderbox
A tinderbox allows you to light a fi re without making a test under normal conditions. It also grants +1D to Survivalist to start a fire in bad conditions.  

Food

 
Rations, fresh
Fresh rations are good eatin’. They’re bulky, but they can be preserved to last longer and take up less space. Cost and inventory is for enough food for two meals. A portion of fresh rations can also easily be stretched by a cook to provide meals for your whole crew.
Rations, preserved
Pickled, salted, brined, dried or smoked, preserved rations don’t taste great but they’re better than nothing. Cost and inventory is for enough food for three meals.
Water
One draught of water alleviates the hungry and thirsty condition. Requires container like a skin or bottle.
Wine
When consumed, one draught of wine eliminates the hungry and thirsty condition or grants +1D to recover from angry or afraid. Requires a container like a skin or bottle.  

Light Sources

 
Candle
A candle provides light for one character for four turns. Cost and inventory is for four candles.
Lantern
A lantern provides light for three characters for three turns. Lanterns require oil for fuel. The oil must be acquired or purchased separately. See the Flask of Oil entry.
Torches
A torch provides light for two characters for two turns. Cost and inventory is for four torches. In a pinch, a torch can also be used as a weapon.  

Magical and Religious Equipment

 
Scroll
A scroll contains one spell. A first circle spell or prayer scroll costs Ob 3. Increase the price by one per spell or prayer circle above 1st. Scrolls can only be acquired at the Wizard’s Tower or Religious Bastion (for spells and prayers respectively) or as part of loot.   Starting characters cannot choose scrolls as part of their equipment.   Blank scrolls are considered part of your Scholar skill equipment and don’t have to be purchased separately.
Spell supplies
Spells can be augmented with supplies. The proper supplies add +1D to cast that particular spell. They are expended when used and must be bought per spell. Base price for first circle spell, +1 Ob per circle.
Prayer supplies
Prayers can be augmented with supplies. The proper supplies add +1D to evoke that particular prayer, they are expended when used and must be bought per prayer. Base price for first circle prayer, +1 Ob per circle.
Traveling spell book
A traveling spell book allows a magician or ranger to memorize spells; they contain five slots for spells (spells require a number of slots in a traveling spell book equal to their circle).
Holy symbol
A cleric must have a holy symbol in order to pronounce prayers. Without one, their prattling has no effect.
Weapons
Weapons are described in terms of how they affect your actions in kill, drive off and capture confl icts. Each is listed with the bonus or penalty for Attack, Defend, Feint and Maneuver confl ict actions. Confl ict actions are defined in the Confl ict chapter.   Outside of a confl ict, a weapon counts as a tool for Fighter tests and grants +1D to a test.   Other notes or special abilities are listed with each weapon.   For other weapons, see the Other Weapons table.
Battle axe
The battle axe is a deadly two-handed weapon that grants +1s to Attack but suffers -1D to Defend.
Bow
Bows grant +2D to Maneuver and count Attack against Attack as a versus test, not independent. Bonuses count against all weapons except bows and crossbows. Also, bows bypass leather armor.   Bows come with quivers and arrows. In inventory, the bow is kept in the quiver. Ammunition is not tracked, it merely takes up an inventory slot and can be lost through a twist.
Crossbow
Crossbows grant +1s to Attack, +1D to Maneuver and an additional +1D to Attack against Defend. Crossbows bypass leather armor.   In inventory, crossbows are hands/carried 2, and the belt weapon slot is also taken up by the quiver of ammunition. Ammunition is not tracked, it merely takes up an inventory slot and can be lost through a twist.
Dagger
A successful Maneuver with a dagger counts as disarm against a spear, polearm, halberd, sling, bow or crossbow. You get in close and force them to use another tactic.
Flail
Flails grant +1D to Feint, but -1D to Defend. In addition, fl ails negate the benefit of shields.
Halberd
Halberds are heavy polearms, good for carving up your enemies or keeping them at bay. That said, they’re a bit clumsy. They provide +1D to Attack and Maneuver, but suffer a -1D penalty to Feint actions.  
Hand axe
A hand axe may be used as a melee weapon. It provides no bonus and suffers no penalty.   However, a hand axe may be thrown on any action once per fi ght. Throwing a hand axe turns an independent test to a versus test against any weapon but a bow, crossbow or sling. After you throw your hand axe, you count as disarmed until you wield another weapon between rounds.    
Weapon A D F M Special Inventory
KILL, CAPTURE OR DRIVE OFF
Battle Axe +1s -1D - - - carried 2
Bow - - - +2D Versus Attack against all except bow and crossbows. Bypasses leather armor. carrier 2 or quiver
Crossbow +1s* - - +1D *+1D bonus to Attack against Defend. Bypasses leather armor. carried 2 and belt/weapon
Dagger - - - - Successful Maneuver counts as disarm against spear-type and missile weapons carried 1 o belt/weapon
Flail - -1D +1D - Bypassed shield benefits carried 1
Halberd +1D - -1D +1D - carried 2
Hand Axe - - - - May be thrown once per fight to change Attack to versus carried 1
Mace - - - - Bypasses chainmail. Increases chance of damage to plate. carried 1 or belt/weapon
Polearm - +1D +1D - - carried 2
Shield - +2D - - - carried 1 or torso/worn 1
Sling - - - +2D Bonus does not count against bows or crossbows carried 1 and pouch
Spear - * - +1D Bypasses leather armor. *+1D to Defend in narrow corridors carried 1
Sword - - - - Bypasses chainmail. Increases chance of damage to plate. carried 1 or belt/weapon
Two-Handed Sword -1D, +1s - - -1D, +1s - carried 2
Warhammer +1D -1D - - Bypasses chainmail. Increases chance of damage to plate. carried 2

 
 
 
Mace
Maces crush chainmail armor and bypass its protection. Maces also increase likelihood that plate armor is damaged.
Polearm
Polearms are the weapon of choice for peasants everywhere. They grant +1D to Feint and +1D to Defend.
Shield
Shields grant +2D to Defend. In order to use a shield you must equip it as you would any other weapon between rounds in a fight.
Sling
With room to swing, the sling allows you to propel rocks with velocity and accuracy. The sling adds +2D to Maneuver except when used versus a bow or crossbow. A sling is kept in the pouch along with small rocks as ammunition. Ammunition is not tracked, it merely takes up an inventory slot and can be lost through a twist.
Spear
In open quarters, a spear grants +1D to Maneuver. In narrow corridors or tight confines, the weapon gives +1D to Maneuver and +1D to Defend. Spears bypass leather armor.   In open quarters a spear can be thrown. Throwing a spear turns an independent Attack into a versus Attack against any weapon but a bow, crossbow or sling. After you throw your spear, you count as disarmed until you wield another weapon between rounds.
Sword
Swords give +1D to one action type (Attack, Defend, Feint or Maneuver). The bonus sticks to that action type for the remainder of the confl ict.
Two-Handed Sword
This massive weapon is used more like a polearm than a sword. It has a strange stat line (-1D, +1s Attack, and -1D, +1s Maneuver) to represent that it requires a skilled user to maximize the awkward weapon’s potential.
Warhammer
A warhammer grants +1D to Attack, but -1D to Defend. It also bypasses the protection of chainmail armor and increases the likelihood that plate armor is damaged.

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Cover image: by Simon Edge

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