Medieval Mods

Homebrew

This content is based on GURPS, but is not strictly GURPS rules.

Quality, Balance, Ornateness, Material, etc.
If a bold price is located anywhere other than the Price column it applies to that specific modifier.
Add all price modifiers if multiple apply.

Item Characteristics Table

Characteristic Melee Modifiers Ranged Modifiers Shield Modifiers Armor Modifiers Price
Quality
Cheap +2 to break. -1 Acc. - -1 DR x0.4
Good 0 to break. (Standard). - - - x1
Fine -1 to break, +2 to Cutting & Impaling. +20% range - - x4
Very Fine -2 to break, +2 to Cutting & Impaling. (Only Fencing and Swords can be Very Fine). - - - x20
Expertly Fitted - - - Full DR at 3/4 weight. x10
Balance
Cheap -1 to skill. -1 to Acc. Same - x0.4
Good 0 to skill. (Standard). 0 to Acc. Same - x1
Fine +1 to skill. +1 to Acc. Same - x5
Ornateness
Ornate +1 Jewels, Gold, etc. Modifies Reaction from buyers, gullible hirelings, etc. Same Same Same x2
Ornate +2 Jewels, Gold, etc. Modifies Reaction from buyers, gullible hirelings, etc. Same Same Same x5
Ornate +3 Jewels, Gold, etc. Modifies Reaction from buyers, gullible hirelings, etc. Same Same Same x10
Extensively Inlaid Modifies Reactions as Ornate +3. Same Same Same x15
Silvered Silver-edged, or coated. Same Same - x3
Material
Stone Armor Divisor of 0.5 (Cut & Imp), +2 to break. Same - Semi-Ablative (10 damage = -1 DR), 2x lbs. x0.4
Bone/Wood -2 to Cut & Cr, +2 to break. - - Ablative (1 damage = -1 DR, like bonus HP) x0.6
Obsidian/Ceramic +1 to Cut & Imp, +2 to break, parrying removes the +1 bonus to Cut & Imp. +1 to Cut & Imp. - - x1.5
Bronze +2 to break against stronger materials. - - See Medieval Armor & Shields - Stats & Costs
Iron +2 to break against stronger materials. - - See Medieval Armor & Shields - Stats & Costs
Steel - Armor Piercing: The weapon's impaling attack gets a -1 to its basic damage but gains an armor divisor of (2). - See Medieval Armor & Shields - Stats & Costs x2
Wakaidan Steel +1 to skill, -2 to break, +2 to Cutting & Impaling. (Only Bladed.) Collect 3/4 arrows fired instead of 1/2. -2 to break. - x25
Dwarven Forged Changes a Parry stat of 0U to 0, letting a weapon that can’t normally parry and attack on the same turn do just that. Doesn’t prevent the weapon from becoming unready after attacking. Any unbalanced weapon. Adds +2 to damage. Grants +1 to shield-bash damage, doubles weight. Dwarves can forge DR 6-7 plate armor to be extra-thick. This raises weight:
+1 DR weighs 1.2 times as much. Price x 2
+2 DR weighs 1.4 times as much. Price x 3
+3 DR weighs 1.6 times as much. Price x 4
x5
Elven Glass Elven Glass: Cutting or impaling weapons made from tempered glass get +1 damage per die. However, it is as durable as any metal weapon as well as being resistant to acid and electrical attacks. Elven Glass: +1 damage per die. Full DR at 1/3 the usual weight! Full DR at 1/3 the usual weight! Metal Armors Only. x30
Heartwood Resistant to electrical attacks. +2 to Reaction Rolls with Elves, Druids, Nature Elementals, etc. Heals 2 HP per day exposed to sunlight. Heartwood Bow: Lets you shoot at +2 to ST for range and damage purposes; e.g., a ST 11 archer could draw a ST 13 bow. Any bow (not crossbow). Price x 17 +2 to Reaction Rolls with Elves, Druids, Nature Elementals, etc. Heals 2 HP per day exposed to sunlight. Heartwood Mail: Uses the higher DR listed for all damage - don't reduce its DR against crushing damage. +2 to Reaction Rolls with Elves, Druids, Nature Elementals, etc. Heals 2 HP per day exposed to sunlight. x10
Poisonwood Spears, arrows, and wooden stakes may be made from this toxic wood. It acts as a follow-up agent with a five-minute delay and a HT+2 roll to resist. It does one point of toxic damage and one point of fatigue damage for six hourly cycles. Same Same if spiked. Same if spiked. x10
Poison Metal A dangerous, eldritch alloy, poison metal has the same effect as poisonwood on its targets, but it is also dangerous to its owner. For every week in your possession (even if you don't actually use it), make a roll against HT-2. On a failed roll, you lose a point of HT. HT lost to possession of poison metal is recovered at one point per week after you have gotten rid of all of your poison-metal items. Dark colored metal with an iridescent purple shimmer. Same Same Same x50
Star Metal (Nuridium) Star Metal is immune to magic – Reverse Missiles, Steelwraith, Turn Blade, and so on won’t stop it, and Shape Metal, Shatter, and the like can’t destroy it. Of course, it can’t benefit from enchantments, weapon-enhancing spells, or magical repairs. Any metal weapon. Same Immune to magic, +1 to shield-bash damage, doubles weight. Price x 100 Immune to magic. Any metal armor. x20
Adamantium Adamantium weapons are extremely hard to break. Non-Adamantium weapons have +2 to break when parrying heavy Adamantium ones. Any metal weapon. Dark Golden colored. Same Same DB but at only 2/3 the weight and adds +2 to weapon breakage when parrying a shield bash. Price x 150 DR 5 and lower only.
x2 DR. No change in weight.
x30
Mithril (Mithallon) Half Weight. Flexible and light, metallic mineral, bright-silvery-green in color. 3/4 Weight, works like Ornate 1. Half Weight. DR 4 and lower only.
No change in DR at half the weight.
x3
Whitestone Whitestone is extremely heavy and hard to break. +1 to all swinging damage die. Non-Whitestone weapons have +2 to odds of breakage when parrying heavy Whitestone ones. Dulls bladed weapons that strike it by 1 damage per die. Any melee weapon, doubles weight. - Adds +2 to weapon breakage when parrying a shield bash. Dulls bladed weapons that strike it by 1 damage per die. Weight x 1.5. Price x 125 Thin slabs can be added to solid armor, adding 1 DR, and dulling bladed weapons that strike it by 1 damage per die. Weight x 1.5. Price x 4 x40
Dragonbone Instead of wood for shafts and handles, weapons may be made with hard, lightweight, alchemically treated dragon bone, which is as durable as adamantium. Dragonbone weapons and projectiles have the same benefits as adamantium: They are extremely hard to break, and other weapons have a +2 to break when parrying a heavy dragonbone one. Dragon bone isn’t normally flexible, so bows usually may not be made from it. Same DR 5 and lower only.
Full DR at 1/3 the usual weight! Price x 35
x25
Dragonhide - - - Any hard leather armor (DR 2) provides +1 to +4 DR depending on the dragon's age. Also gives a -3 reaction from dragons.
+1 DR weighs 1.25 times as much. Price x 38
+2 DR weighs 1.5 times as much. Price x 45
+3 DR weighs 1.75 times as much. Price x 53
+4 DR weighs 2 times as much. Price x 60
Var.
Chitin Pick/Spike: any swung, ̶h̶a̶f̶t̶e̶d̶ weapon that deals crushing or cutting damage. Damage is the usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck. The weapon also gains the benefits of a hook (Hooking inflicts thrust-2 cutting for a one handed weapon, and thrust-1 for a two-handed). The weapon gains 0.5 lb. Price + 50 Barbed: yanking out inflicts half the damage it delivered going in. Price x 1.5 Strengthened Chitin: Full DR at 2/3 the usual weight. Price x 15 Strengthened Chitin: Full DR at 2/3 the usual weight. Price x 15
Full set of armor can be Sealed (P, X), adding 1,000 to the total cost.
Var.
Thieves Mail - - - Blackened mail woven for flexibility and noise reduction. Ignore weight for encumbrance purposes when making Climbing and Stealth checks. Any mail. x4
Spider Silk Armor - - - Cloth armor, bumps it up from DR 1 to DR 3. Weight for a full set is 5. x75

Weapon and Armor Enchantment Limits
Weapon and Armor enchantments are limited to one level per weapon modifier:
A Very Fine Quality and Finely balanced sword can hold 5 total levels of enchantments
(good - fine - very fine, and good - fine balance)

Levels of Ornate and Extensively Inlaid adds for more total as well!
Also, some materials can hold more.

This makes it so that finding great weapons means they have great potential as well.