Myths of Andrarik System & Setting

A Magical world with monsters and creatures where the players are adventurers travelling the world and pursuing quests.

Player Character

Character Creation

No Attributes or Skills may go past ±3 during character creation
  • Attributes start at 0 and you get 4 Attribute points.
  • Skills start at -1 (except hard ones - they start at -2) and you get 30 skill points
  • 2 Gifts
  • At least 2 Faults (cannot go lower than that)
Additional points can be bought by taking more Faults (at the GM's approval).
  • 1 fault buys: 1 gift or 2 attribute points or 6 skill points
Points can be traded as well:
  • 1 attribute point gets you 3 skill points
  • 1 gift gets you 2 attribute points or 6 skill points
  • 3 skill points get you an attribute point
  • 6 skill points gets you a gift
  • 2 attribute points gets you a gift

Attributes

Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.

4 points
AttributeCategoryPurpose/Description
FitnessBody
Hitting and Attacking.
Life stealing damage reduction
Speed **Body
Movement and Dodging
(this modifier adds directly to your move speed)
StaminaBody
Physical Damage Reduction
Defending against life stealing.
MemoryMind
Knowledge
Evil Level Manipulation reduction
ReasoningMind
Puzzles and Tactics
LuckSoul
Chance and Initiative
HonourSoul
Diplomacy and Behaviours
Evil Level Manipulation defense

Skills

Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.

4 points
  • Athletic Skills (Body)
    • Acrobatics/Tumbling *
    • Balance **
    • Boating
    • Climbing *
    • Jumping *
    • Knot-tying
    • Move Quietly *
    • Riding
    • Sleight of Hand
    • Swimming *
  • Combat Skills (Body)
    • Bow
    • Brawling *
    • Club/Mace
    • Crossbow
    • Fast-draw
    • Flail
    • Knife
    • Lance
    • One-handed Axe
    • One-handed Sword
    • Shield
    • Sling
    • Sling
    • Staff
    • Tactics (Mind)
    • Two-handed Axe
    • Two-handed Sword
    • Muzzle Loading Personal Firearms
    • Simple Breach Loading Personal Firearms
    • Muzzle Loading Cannon
    • Simple Breach Loading Cannon
    • Leather Armour
    • Mail Armour
    • Plate Armour
    • (Other weapon skill approved by GM)
  • Covert Skills (Mind)
    • Detect Lies
    • Detect & Disarm Traps
    • Disguise
    • Find Hidden
    • Infiltrate
    • Lip reading
    • Pick Locks
    • Pick Pockets
    • Poisons
    • Streetwise
    • Tailing
    • Urban Survival
  • Knowledge Skills (Mind)
    • Alchemy
    • Arcane Lore
    • Astrology
    • Botany
    • Evaluate Goods
    • Evaluate Goods
    • First aid
    • Geography
    • Heraldry/Court Rituals
    • Herb Lore
    • Language
      • Each language is a separate skill.
      • Languages after the first are very hard skills at a minimum (start at -3) unless a character has the linguist trait.
      • To speak, the character needs at least a -2, to read they need to have at least a 0, and to write, they need to have at least a 1.
      • After character creation, language skills that have not been raised to at least -2 are counted as not being known by a character.
    • Legends/Stories
    • Medicine
    • Theology/Myths/Rituals
    • Veterinarian
    • (Other fields of knowledge)
  • Professional Skills
    • (Many to choose from)
  • Scouting Skills (Mind)
    • Camouflage
    • Map Sketching
    • Observation
    • Survival
    • Tracking
  • Social Skills (Mind)
    • Barroom Savvy
    • Barter/Haggle
    • Bluff
    • Etiquette
    • Interrogate
    • Intimidate
    • Parley/Negotiate
    • Performing
    • Conversation
    • Networking
  • Magic Skills (Can only take focii from at most 3 domains) (Soul)
    • Magical Cotrol
      • Needed for any Magic
    • Delay Casting
      • For "enchanting" items
    • Life focus
    • Stone focus
    • Plant-material focus
    • Water focus
    • Animal-material focus
    • Fire focus
    • Magic focus
    • Metal focus
    • Darkness/Evil focus

Gifts

Each character may have 2 Gifts from the following list(s), or other GM-approved Gift.
GiftEffect
AlertnessYou are more aware of your surroundings than most.
Ambidexterityyou can use either hand equally well. Great for those times when you’re wounded in an arm …
Attractiveyou’re good looking – either handsome, beautiful, pretty, or whatever level you wish. (Warning: the more attractive you are, the more power you have over susceptible people, true, but the more likely you are to be abducted, etc.)
Beautiful speaking voice+1 to NPC reactions. Also works for a singing voice if you take a Musical skill.
Charismapeople tend to like you, believe you, and are willing to follow your lead.
Common Sensewhen you are about to do something incredibly stupid that will harm yourself or the party, the GM will warn you
Direction SenseUnerring sense of direction and is less likely to become lost.
Empathy with Animalsanimals trust you and domesticated ones tend to obey you. Cruelty to animals nullifies this Gift.
Empathy with Plantsplants trust you and domesticated ones tend to obey you. Cruelty to plants nullifies this Gift.
Empathy with Mindless/SoulessMindless/Souless trust you and domesticated ones tend to obey you. Cruelty to Mindless/Souless nullifies this Gift.
FamiliarYou have a magical familiar, which may talk and aid you in spell-casting and other tasks. This is an NPC played by the GM.
Focussedyou are at +1 to any lengthy task, but don’t notice things outside this task, such as that brigand about to skewer you …
Friends in Every Portyou seem to have friends in any major town (or friends-of-a-friend).
Good Reputationyou’re well known as a hero, healer, leader, fighter for justice, etc.
Keen SenseOne sense is keener than normal and you are able to use it at greater distance or with greater discrimination.
Knack for Carpentryyou are at +1 to performing carpentry work & repairs
Knack for Medicineyou are at +1 to performing First Aid
LinguistLanguage skills are easy for your character.
Magic Resistanceyou are resistant to direct magic: +3 in any Opposed rolls versus magic.
Magical PowerThe ability to perform magical feats through use of the Magical Control skill in conjunction with Common Realm Domain Focii
Natural Mechanicyou are at +1 to performing mechanical work & repairs
Night Visionyou see well in dim light, but not in absolute darkness, of course.
Pain ToleranceIgnore in-Battle wound penalties at Moderate Wound, and you are only at –1 at Serious Wound.
Perfect Timingif someone says to open the gate in five minutes, you’ll do it within two seconds of that time. Also valuable in performing.
ScholarAcademic Knowledge skills are easy for your character.
Sleep ControlYou can sleep more lightly and can fall asleep at a moment's notice.
Strong StomachAlmost nothing can make you vomit.

Faults

Each character must start with 2 Faults from the following list(s), or other GM-approved Gift.
FaultEffect
Absent-Mindedyour attention tends to wander if bored.
Annoying Voiceyou sound terrible.
Off-putting Appearanceyour appearance is off-putting in some way, whether ugly or unkempt.
Bad Backyou are limited in what you can lift
Bad Eyesightyou don’t see very well – pick one: poor distance or up-close vision
Blunt and Tactlessyou have no social skills in dealing with sensitive people.
Compulsive Carousingyou are at –3 Reasoning to resist a good time.
Compulsive Gamblingyour are at –3 Reasoning to resist a gambling game.
Compulsive Generosityyou are at –3 Reasoning to resist giving things away to those perceived to be needier than you.
Compulsive Lyingyou are at –3 Reasoning to avoid lying just for fun.
Cowardyou take very good care of yourself.
Curiousyou are at –3 Memory to resist exploring something new or unusual.
Delusionsthe world doesn’t work the way you think it does, in some important way.
Dependentyou’re responsible for someone unable to care for themselves adequately.
Easily Distractibledid you say something?
Easy to Readyou give away your thoughts and feelings to any who care to observe you.
Enemythere is someone who wants to kill, imprison, or otherwise trouble you
Frightens Plants and Animalsyou have an aura that plants and animals find terrifying
Frightens Mindless/Soulessyou have an aura that Mindless/Souless find terrifying
Garrulousyou won’t shut up.
Getting oldand all that implies.
Gluttonyou're hungry
Goes Berserk if Woundedyou’re a danger to your friends, even.
Greedyyou want more.
Gullible-3 to Reasoning to believe an unknown “fact.”
Hard of Hearingwhat?
Honestyyou hate to break a law.
Intolerantyou hate a certain type of person
Lameyou limp, which can affect speed and agility.
Light SensitiveYou are sensitive to bright light. You have trouble concentrating in the light and slowly develop headaches.
Magic SusceptibilityYou are at -3 to oppose hostile magic
Mute
Night Blindnessyou see poorly in dim light.
Obeseyou waddle
Offensive OdorYou stink
One Eyeyou lack depth vision and can be blindsided, literally.
One Handit works overtime.
Overconfidentyou know you can’t fail.
Pain Intolerantyou’re at –1 if Scratched or Minor Wound, -2 if Moderate Wound, and –3 if Major Wound.
Phobiaslots of these – you’re at –3 Reasoning to avoid acting out of control in certain situations: snakes, darkness, heights, cats, falling, crowds, spiders, open or closed spaces, magic, loud noises, etc.
Primitiveyou’re from a pre-metal-working society
Quick to take offenseyou’re thin-skinned.
Quick-Temperedyou blow up when crossed.
Reckless Braveryyou take no thought for your safety in dangerous situations.
Secretif it’s revealed, you’ll be embarrassed, arrested, or worse – maybe that warrant out for your arrest, or your second spouse?
Self-defense Pacifistyou’ll fight, but you’ll never start a fight – no preemptive strikes.
Shynessyou never want to talk to strangers
Stubbornyou don’t easily admit you’re wrong
Truthfulnessyou can’t tell a believable lie.
Weak StomachWhenever your character is exposed to anything violent or otherwise disturbing you feel the need to vomit.
Worry Wartyou wring your hands a lot.
Youthyou’re so young no one takes you seriously. Also, lose one level each from three skills – you just haven’t had time to develop everything that well yet.

Damage System

To attack:
  1. Attacker rolls vsDefender's roll. If the attacker wins, the difference becomes the Relative Degree
  2. Calculate the Damage Number as follows:
    Damage Number =Relative Degree +Offensive FactorsDefensive Factors + 1dF
  3. Compare Damage Number with the Damage Tables below.

Attack Types

This table lists the attributes/skills that are rolled and what offensive and defensive factors apply to each attack type.
Attack TypeAttacker RollsDefender RollsOffensive Factor
(damage with)
Defensive Factor
(reduce damage with)
Physical Attack (with a weapon or unarmed) - (Lethal or Non-Lethal)Weapon SkillSpeedFitness + Weapon Damage + ScaleStamina + Armour + Scale
Magic Fueled Physical Attack (Lethal or Non-Lethal)Casting attributeSpeedFocus skill + ScaleStamina + Armour + Scale
Life Drain Attack (Always Lethal)Casting attributeStaminaLife focus skillFitness
Magic Drain AttackCasting attributeMagical Control skillMagic focus skillCasting attribute
Evil corruption/purificationCasting attributeHonourDarkness/Evil focus skillMemory

Damage Tables

Lethal Damage (Impacts Body attributes & skills)

Damage CategoryTrivialMinorModerateMajorSevereNear Complete
Damage Number Range1-21-23-45-67-89+
Slots3 2 2 1 1 1
Effect-1 (After conclusion of encounter/incident)-1-2Will Lose Consciousness after Strenuous Actions & EventsIncapacitated

Non-Lethal Damage (Impacts Mind attributes & skills)

Damage CategoryTrivialMinorModerateMajorSevereNear Complete
Damage Number Range1-21-23-45-67-89+
Slots3 2 2 1 1 1
Effect-1 (After conclusion of encounter/incident)-1-2Will Lose Consciousness after Strenuous Actions & EventsIncapacitated

Magic Strain (Impacts magic rolls)

Damage CategoryTrivialMinorModerateMajorSevereNear Complete
Damage Number Range1-21-23-45-67-89+
Slots3 2 2 1 1 1
Effect-1 (After conclusion of encounter/incident)-1-2Will Lose Consciousness after Strenuous Actions & EventsCannot Cast

Corruption by Evil

Damage CategoryTrivialMinorModerateMajorSevereNear Complete
Damage Number Range1-21-23-45-67-89+
Slots4 2 1 1 1 1
Effect

Fudge Points and Character Development

Players earn Fudge points over time. These can either be converted into XP for character development or can be used to alter one die roll up or down 1 level.

3 Fudge points can become 1 XP. XP cannot be converted back into Fudge points.

You can only raise skills or attributes the character has been exercising recently or it can be reasonably argued they have been practicing.

Raising Skills
FromToCost (XP)
-3-21
-2-11
-101
012
124
238
3416
Raising Attributes
FromToCost (XP)
-3-21
-2-11
-101
012
124
238
3416

Magic System

The Magic of the world is the magic to control various types of focii from the Common Realm. There also exists an Intangible Realm which no known magic is able to control.

The magic focii that can be controlled are grouped into four domains: Plant, Animal, Magic and Darkness. Each domain is named for its unique focus. The Life focus is in all domains.

Domains are important because you can only control focii from at most 3 of the Common Realm Domains. Also, ethereal focii can only be placed into items within their own domain (and a domain that is accessible to the controller).

Ex: Magic can only be placed into fire, metal and things that are alive.

Ethereal focii therefore also have secondary effects as described in the table below.

RealmDomainFocusTypeSide Effects
All With All
tzkz
(Common)
Plant
amon
LifeEtherealHealing & Harming
Bringing things to life.
Plant Material/FleshPhysical 
StonePhysical 
WaterPhysical 
Animal
siAm
LifeEtherealHealing & Harming
Bringing things to life.
Animal Material/FleshPhysical 
WaterPhysical 
FirePhysical 
Magic
twikda
LifeEtherealHealing & Harming
Bringing things to life.
MagicEthereal 
FirePhysical 
MetalPhysical 
Darkness
gica-jPl
LifeEtherealHealing & Harming
Bringing things to life.
Darkness/EvilEthereal 
MetalPhysical 
StonePhysical 
Home of the Other
twRDte
Other-World
tzgicaVkw
LifeEtherealHealing & Harming
Bringing things to life.
Soul & MindEthereal 
EtherEthereal 
KnowledgeEthereal 
Home Below
qhiI RDte
Ancient
qhiI taob
LifeEtherealHealing & Harming
Bringing things to life.
MushroomsPhysical 
Ancient Life-material/fleshPhysical 
Ancient LifeEtherealHealing & Harming Ancient-Life based creatures
Bringing things to life with Ancient-life energy.

Using Magic

Before magic skills can be learned, the Gift of Magical Powers must be gained. (This Gift is listed above) The only alternative is, after character creation (or with the permission of the GM), have a character boosted with magical energy (Note: in this case the magical energy takes automatic strain damage every time the character casts unless they can drain magic from someone/something else).

There exists Skills for each Focus in the Common Realm. The rank in each skill determines how much of the focii can be controlled.

There also exists a Skill for Magical control capacity. This skill determines how far and to what extent magical control can be exerted upon focii. (This Skill is listed above).

Each character must choose whether they perform feats of magic through somatic means (Fitness Or Speed), verbal means (Memory Or Reasoning) or through special means (Luck Or Honour).

Common Magic Items

Glass

Stone (Sand) infused with the power of Fire Abilities/Effects:
  • Act as container for other magic substances
  • Can act as a conduit for magic
  • Has other, less common magical purposes as well

Gasoline & Crude Oil

Abilities/Effects:
  • Life
    • Change Speed Or Fitness
  • Magic
    • Makes Delay Easier
  • Evil
    • Change Impulsiveness of Evil
  • Physical
    • Control Temperature

Lichen

Abilities/Effects:
  • Life
    • Change Honour Or Luck
  • Magic
    • Makes Control Easier
  • Evil
    • Control focus of Evil
  • Physical
    • Control Malleability

Mushrooms

Abilities/Effects:
  • Life
    • Give Hope
  • Magic
    • Detect Core-Domain
  • Evil
    • Control Light-Darkness instead of Evil
  • Physical
    • Control Colour

Species

Tseuh - te

  • Base Movement Speed: 6m/3s
  • Scale: 0
  • Default Special Gifts: None
  • Languages:
    • Dommudsje ( Dmuf ): [must pick one of these]
      • Central-Southern
      • Northern/Western
      • Northeastern Worker
      • Arctic & Lakelander
      • Central-Western Plains
      • And others...
    • Other Languages
      • Cheuhxoonka (yMY)
        • Dialects to choose from:
          • Western
          • Southern Coastal
          • Southern Island
          • North Central
          • Eastern
          • Eastern Urban
      • Kaylots (akhj)
      • Raieydo ( AyD Ăñk): (most Raieydo speakers cannot write the language [need at least Good skill in a Dommudsje, Cheuhxoonka Dialect to be able to write Raieydo])
        • Dialects to choose from:
        • Northern Coastal
        • Central Coastal
        • Southern Coastal
        • Interior Variable Dialect.
      • Minayutay (Đs gpfkéjk): (choose whether it is written using Cheuxoonka alphabet or Kaylots alphabet)
        • Dialects to choose from:
        • Southern Coastal
        • Southern Interior
        • Eastern Coastal
      • And others... (ask if interested in others)

Keuhranysh - keRh

  • Base Movement Speed: 6m/3s
  • Scale: 0
  • Default Special Gifts: None
  • Languages:
    • Keuhran ( keR ): [must pick one of these]
      • West Desert's Edge
      • Eastern Plains
      • Southern Prairies
    • Other Languages (Very Hard Skills [starts at -3])
      • Dommudsje ( Dmuf ):
        • Central-Southern
        • Northern/Western
        • Northeastern Worker
        • Arctic & Lakelander
        • Central-Western Plains
        • And others...
      • Cheuhxoonka ( yMY )
        • Dialects to choose from:
          • Western
          • Southern Coastal
          • Southern Island
          • North Central
          • Eastern
          • Eastern Urban
      • Kaylots ( akhj )
      • Raieydo ( AyD and Ăñk): (most Raieydo speakers cannot write the language [need at least Good skill in a Dommudsje, Cheuhxoonka Dialect to be able to write Raieydo])
        • Dialects to choose from:
        • Northern Coastal
        • Central Coastal
        • Southern Coastal
        • Interior Variable Dialect.
      • Minayutay (Đs and gpfkéjk): (choose whether it is written using Cheuxoonka alphabet or Kaylots alphabet)
        • Dialects to choose from:
        • Southern Coastal
        • Southern Interior
        • Eastern Coastal
      • And others... (ask if interested in others)

Battle Examples

Mundane Battle Example

Ochodan (ocodr) wants to attack the Pirate with their longsword. Ochodan moves up to the Pirate and rolls their Sword skill to attack and the Pirate rolls their Speed attribute to defend. Subtracting the Pirate's Defense roll from the Attack roll gives the relative degree. If it is positive, then Ochodan hits. As it turns out, Ochodan's result for the Relative Degree is +2. Moving on to damaging, the attacker then rolls a single dF plus the weapon's attack (3 for Longsword) plus their Fitness attribute and subtracts the defender's Damage Reduction as provided by their armour & shields as well as their Stamina attribute. This determines the Damage Factor. Look up the Damage factor on the appropriate stress track (Lethal in the case of a Longsword) and a stress mark is made at the appropriate level (or the next free slot higher if none are available at that level). For Ochodan, the damage factor comes out to 5 and so a Major wound is recorded on the Pirate's Lethal stress track.

Magic Battle Example

The party comes has been tracking a group of bandits and finds them resting beside a pond. After a failed attempt to sneak up, they begin the battle and roll initiative to determine attack order.

Daleem (dalim) wants to hit a Bandit with a jet of water the pond, as his magic is Memory based, they begin to chant the special words and phrases to activate their power. Daleem rolls 4dF + their Magic Control Skill to attack and the Bandit rolls 4dF + their Speed to defend (as usual for a physical attack). The relative degree (Attack - Defense) comes out as +2, a hit, so Daleem rolls one dF and adds that to their Magic Skill for the Water Focus (Water) to find the damage they deal and the Bandit subtracts from that their bludgeoning armour before marking off the hit on their stress track.

Podrak (PdAk) brings their own fire into battle on a torch, a family heirloom and the source of their Honour based magic. Unfortunately for Podrak the bandits also have a magic user on their side and it is that bandit's turn next. The bandit mage, using their Fitness to pull upon reality and bend it to their will (Fitness based magic), tries to hit Podrak with the fire from his torch. The bandit rolls their Magical Control skill to attack. Podrak, caught off guard is unable to jump out of the way (no speed roll) but because they had been planning a magic based attack with the fire themselves, they are able to roll their own Magical Control skill to try to twist it away. Podrak is able to win the opposed Magic Control check and the flames shoot harmlessly around their head, unfortunately the struggle dissipates them too much for a return attack.

Podrak, fresh out of flames, decides to go for a direct attack and tries to leech some life force directly off of the bandit mage. Gripping the torch firmly, Podrak draws on their magic to pull life from the bandit mage. A quick Honour roll (Podrak's Magic Attribute) opposed by the bandit mage's Stamina roll leaves a relative degree of +1. Podrak rolls 1 dF and adds it to their Magical Skill for the Life Focus while the bandit mage reduces the damage roll with their fitness and a point of damage is scored against the bandit mage's lethal stress track. That life energy is pulled by Podrak into themselves, boosting their health temporarily.

The bandit mage shouts, "Grab the torch and shut up the other one. We've got to stop their magics!"

A big hulking bandit charges at Podrak but cannot reach Podrak this round.

An arrow whizzes in towards the bandit mage, fired by Leena (lina). After rolling Bow skill vs Speed, and determining the arrow's mundane damage, a delayed spell that Podrak had place into the arrow, is activated at last and pulls at the bandit mage's very magic itself. The bandit rolls their Magical Control skill to defend against the previously recorded Honour roll Podrak made when infusing the spell into the arrow. Unfortunately for the bandit mage, the relative degree is +5 and raw magical energy is pulled through the arrow and shooting out it's tail (mark down the mage's magic stress track accordingly). Leena, closing after firing is just able to make it into range to be granted the boon of the mage's stolen magic. Leena, though lacking the Magical Power gift has been training with their magically gifted party members (and through temporary borrowing of some of their magic), and will be able to use that stolen magic for an attack of their own on the following round.

Weapons & Armour

(Modified from "Weapons and Armour in Fudge" in Fudge 10th Anniversary book)

Quasi-lethal means: scores a hit to Non-Lethal stress track and the lowest lethal slot

Semi-lethal means: scores a hit to Lethal stress track and the lowest non-lethal slot

"Common" Melee Weapons

NameDamage TypeHandsLethalityReach?Damage
Dagger / BayonetP1LethalNo1
KnifeS1LethalNo1
SickleS1LethalNo1
StakeP1LethalNo1
Short SwordP1LethalNo2
Long SwordS1LethalNo3
Great SwordS2LethalNo4
ScimitarS1LethalNo2
RapierP1LethalNo2
FalchionS2LethalNo3
HatchetS1LethalNo3
Battle AxeS1LethalNo4
Great AxeS2LethalNo5
PoleaxeS2LethalYes4
Light PickP1LethalNo3
Heavy PickP1LethalNo4
ClubB1QuasiNo2
Huge ClubB2QuasiNo3
MaceB1SemiNo3
Great MaceB2SemiNo4
WarhammerB1LethalNo3
FlailB1SemiNo3
Great FlailB2SemiNo4
WhipS1QuasiYes2
QuarterstaffB2QuasiYes2
SpearP1LethalYes2
Long SpearP2LethalYes3
PikeP2LethalYes3
TridentP2LethalYes2
LanceP2LethalYes6
MancatcherB2Non-LethalYes0
SapB1Non-LethalNo1
Brass KnucklesB0LethalNo1
ShieldB1QuasiNo2

"Common" Ranged Weapons

NameDamage TypeHandsLethalityBase RangeDamage
Short BowP2Lethal152
Long BowP2Lethal302
Composite Short BowP2Lethal203
Composite Long BowP2Lethal403
Hand CrossbowP1Lethal102
Light CrossbowP2Lethal153
Heavy CrossbowP2Lethal154
SlingP1Quasi101
Hatchet - ThrownS1Lethal43
Spear - ThrownP1Lethal52
Dagger - ThrownP1Lethal51
Dart - ThrownP1Lethal71
Rock - ThrownB1Quasi41

Exotic Ranged Weapons

NameDamage TypeHandsLethalityBase RangeDamage
ArquebusP2Lethal151
Flintlock PistolP1Lethal151
Flintlock RifleP2Lethal252
Light RevolverP1Lethal202
Medium RevolverP1Lethal203
Heavy RevolverP1Lethal204
Light RifleP2Lethal503
ShotgunP2Lethal158

Armour

Namevs Piercingvs Bludgeoningvs Slashingvs FireArmour Penalty
Padding0+100-1
Padded0+2+10-1
Leather+1+1+1+10
Studded Leather+1+1+2+1-1
Chain Mail+2+1+30-2
Banded Mail+3+2+40-3
Plate Mail+3+2+5+2-4
Field Plate+4+3+6+2-6
Full Plate+5+4+7+2-8

Shields

Namevs Meleevs Ranged
Buckler10
Round Shield21
Heater Shield22
Tower Shield23