Rulebook
Equipment
Currency
The standard currencies in Valoria are:
- Copper (cp): Common coins used for everyday purchases
- Silver (sp): 1 silver = 10 copper
- Gold (gp): 1 gold = 10 silver
Starting characters begin with 3d6 silver pieces unless their background suggests otherwise.
Weapons
Melee Weapons
| Weapon | Damage | Cost | Notes |
|---|---|---|---|
| Dagger | 1 | 2 sp | Can be thrown (short range) |
| Short Sword | 2 | 10 sp | - |
| Long Sword | 2 | 15 sp | Deal 3 damage when used two-handed |
| Great Sword | 3 | 25 sp | Requires two hands |
| Mace | 2 | 8 sp | +1 damage versus undead |
| War Hammer | 2 | 12 sp | Deal 3 damage when used two-handed |
| Battle Axe | 2 | 10 sp | Deal 3 damage when used two-handed |
| Great Axe | 3 | 20 sp | Requires two hands |
| Spear | 2 | 5 sp | Can be thrown (medium range), can attack enemies 1 space away |
| Staff | 1 | 2 sp | Requires two hands, can attack enemies 1 space away |
| Club | 1 | 1 sp | +1 damage versus undead |
| Flail | 2 | 15 sp | Ignores benefit from shields |
Ranged Weapons
| Weapon | Damage | Cost | Range | Notes |
|---|---|---|---|---|
| Short Bow | 2 | 15 sp | Medium | Requires two hands |
| Long Bow | 3 | 25 sp | Long | Requires two hands, requires Body 3+ |
| Crossbow, Light | 2 | 20 sp | Medium | Requires an action to reload |
| Crossbow, Heavy | 3 | 30 sp | Long | Requires an action to reload, requires Body 3+ |
| Sling | 1 | 1 sp | Medium | - |
| Thrown Dagger | 1 | 2 sp | Short | - |
| Thrown Spear | 2 | 5 sp | Medium | Requires Body 3+ |
Range Categories
- Short: Up to 5 spaces
- Medium: Up to 10 spaces
- Long: Up to 20 spaces
Armor
| Armor | Protection | Cost | Notes |
|---|---|---|---|
| Padded/Leather | 1 | 10 sp | No penalties |
| Studded Leather | 1 | 20 sp | No penalties, +1 die to Stealth checks |
| Hide | 1 | 15 sp | -1 die to Stealth checks |
| Chain Shirt | 2 | 30 sp | -1 die to Stealth checks |
| Scale Mail | 2 | 40 sp | -2 dice to Stealth checks |
| Breastplate | 2 | 60 sp | -1 die to Stealth checks |
| Half Plate | 3 | 100 sp | -2 dice to Stealth checks |
| Full Plate | 4 | 200 sp | -2 dice to Stealth and Athletics checks |
| Shield | +1 | 10 sp | Requires one hand |
Adventuring Gear
| Item | Cost | Notes |
|---|---|---|
| Adventurer's Pack | 10 sp | Backpack, bedroll, flint and steel, torches (3), rations (5 days), waterskin, rope (50ft) |
| Alchemist's Supplies | 30 sp | Required for crafting potions |
| Arrows/Bolts (20) | 1 sp | Ammunition for bows/crossbows |
| Bandages | 5 cp | Can stabilize a dying character |
| Climbing Kit | 5 sp | +1 die to climbing checks |
| Grappling Hook | 2 sp | For climbing or retrieving distant objects |
| Healer's Kit | 10 sp | Heal 1 Wound once per day (3 uses) |
| Holy Symbol | 5 sp | Focus for divine spellcasting |
| Lantern | 5 sp | Provides light for 6 hours with oil |
| Lock Picks | 2 sp | Required for picking locks |
| Musical Instrument | 5-25 sp | Varies by type |
| Oil (flask) | 1 sp | Lantern fuel or improvised weapon |
| Potion of Healing | 15 sp | Heal 2 Wounds when consumed |
| Rations (1 day) | 5 cp | Food for one day of travel |
| Rope (50 ft) | 1 sp | Hemp or silk (5 sp, supports more weight) |
| Spellbook | 25 sp | Required for arcane spellcasting |
| Tent | 5 sp | Shelter for 1-2 people |
| Thieves' Tools | 15 sp | +1 die to pick locks and disarm traps |
| Torch | 1 cp | Burns for 1 hour, provides light |
| Waterskin | 2 sp | Holds enough water for one day |
Magical Items
These items are rare and typically not available for purchase. They are usually found as treasure or rewards.
Common Magical Items
| Item | Effect |
|---|---|
| Potion of Greater Healing | Heal 4 Wounds when consumed |
| Ring of Protection | +1 to defense rolls |
| Boots of Stealth | +1 die to Stealth checks |
| Cloak of Resistance | Reduce damage from one element by 1 |
| Wand of Magic Detection | Cast "Detect Magic" once per day |
| Bag of Holding | Can carry items beyond normal encumbrance limit |
Uncommon Magical Items
| Item | Effect |
|---|---|
| Enchanted Weapon | +1 die to attack rolls with this weapon |
| Enchanted Armor | +1 to armor's protection value |
| Boots of Speed | Increase movement by 3 spaces |
| Gloves of Climbing | +2 dice to climbing checks |
| Ring of Mind Shielding | +1 die to resist mind-affecting spells |
| Amulet of Health | +1 to Body attribute (maximum 4) |
Rare Magical Items
| Item | Effect |
|---|---|
| Master-Crafted Weapon | +2 dice to attack rolls with this weapon |
| Master-Crafted Armor | +2 to armor's protection value |
| Flying Carpet | Can fly for up to 3 hours per day |
| Staff of Power | Store up to 3 spell cards for later use |
| Ring of Invisibility | Turn invisible for up to 10 minutes per day |
| Amulet of Magic | Draw 2 additional cards for spellcasting each day |
Encumbrance (Optional Rule)
Characters can carry a number of significant items equal to their Body attribute × 3 without penalty. Each additional item imposes a -1 die penalty to physical actions. Some large or heavy items may count as multiple items at the GM's discretion.