Setting Rules and Equipment Changes

+2 to vigor rolls against cold.

Spears do +2 damage when thrown from an atlatl.

**Formation**
fighter **Prerequisite: Fight 1d6**
For infantry, phalanxes and shield walls are common formations relying on a
teamwork and cooperation to increase survivability. When Holding a polearm, you add +1 fighting and parry to allies fighting with
reach weapons in formation alongside you. Or when using a medium or large
shield you add +1 fighting and parry to allies alongside of you. Dose not stack
in a spear a shield are used.

**Polearm defense** Prerequisites: Fight 1d6
When using a polearm and someone with less reach approaches you they must make
an opposed fighting roll against you If they fail their turn ends at the end of
your reach.

**Short weapon advantage** Prerequisites: Fight 1d6

If you have a shorter weapon than your opponent
can make an opposed fighting roll to get close to your opponent and take
advantage of their short range. If you succeed your get a +2 to fight and parry
against them until they step back. If they step back you get a free attck as if
they were disengaging from melee.

**Professional edges:**
**Bard**

Prerequisites: K(performance 1d8)or similar
knowledge, background.
-bards may roll mothy for income from performance. They get the amount 4 times
amount rolled.
-Bards know Shepperd speak.
-Bards add their Charisma to their performance rolls.

**Knight**

Prerequisite: Fighting 1d10 riding 1d8
K(battle)1d6, brawny, background.
You are the knight of a particular lord or king, are sworn to loyalty to them,
to follow their command and to reflect honorably upon them. Vow(major)

-You are supplied with tools of the trade: Any melee
weapon, shield, standard horse chain barding’s half plate armor. You have
access to your lords’ room/board are paid 20 marks weekly and may be allowed
expenditures from the lord’s treasury with their permission.
-Knights add a +2 to rolls to participate in a mass battle.

## New hinderances

**Dwarf [major]**

small -1 toughness. Strenght decreases a die step.

-2 charisma.

## Setting Rules

### Impaling:

Weapons with reach do +2 damage against large enemies such as giants and dragons for each increment of reach.

### Grappling additions:

-Free hands: People with at least one free hand get a +1 in grappling rolls.

-Close combat: When Grappling, you can make a called shot at -2 to bypass armor with any thrusting weapon.

-Take control: when a defender breaks a grapple he can choose to take control instead.

### Push addition:

A raise on a knock prone roll shakes the target.

## Languages

Language rules: All characters know Harold. For each step of a character's smarts die above a d6, they know one additional language.

Languages:

Harold- Language spoken in the midlands.

Highlander- Language spoken by the Northmen.

Bishtonish- Language spoken in Bishton.

Ethyiptansish -Language spoken by Ethyiptans.

Seatalk- Language of the sea raiders.

Handspeak- Sign Language. Used for signaling in battle and by thieves and brigands.

Harrrguuurahagar - Languge of the wolves.

Sheppard Speak- Language of the giants.

Draconic- Language of the dragons.

## Currency

The currency across Harold  is know as marks, consisting of silver, bronze, and gold coins of varying makes and age. For convenience-sake, it is a 1 to 1 conversion with $ from the book.

## Equipment

The weapons and armor in this section replace the weapons and armor in the base book for this setting.

All other equipment (not weapons or armor), of medieval tech/level, can still be purchased from the base rule book.

## Weapons

Type                   damage      weight     cost      notes.
Dagger                 1d4+str             1          25    3/6/12 When thrown. +2 When damaging grappled opponents.

Axe                       1d6+str            2          25    3/6/12 when thrown.

War Axe              1d8+str             4          150

Arming Sword    1d6+str             6          250. +1 parry

Long Sword        1d8+str+1         8          350.

Mace                    1d6+str            6          250  ap4

Warhammer       1d8+str            6           250  ap2

Flail                     1d6+str            4           50  ignores cover/parry bonuses. User hits self when fighting die rolls 1.

Rapier                 1d4+str            2           600 +1 parry, +1 fighting.

Halberd              1d8+str            15         350 ap2 reach 1 2-handed.

Lance                 1d8+str            10         400 ap2 reach2 for Cavalry use only.

Pike                    1d8+str            25        150    reach2 2-hands.

Staff                   1d4+str             8         20   reach 1 2-hands +1 parry.

Spear                 1d6+str             5          100  reach 1 2-hands(or shield) +1 parry,  3/6/12 when thrown.

Atlatl               -                          1           80    doubles spear range, min throwing 1d8.

Monster pike.  Str1+str2+str3... 30       800 fighting roll cooperative -4. min users, 2 max, 6. Reach 3.

\*Make any weapon silver for 1000 marks.

Range weapons.

Type                     Range         damage         cost  weight min Str

Bow                      12/24/48.    2d6               120     3           1d6

Longbow             18/32/64     2d6               300     5           1d8

Heavy War Bow 15/30/60     2d8               800     9           1d10

Crossbow             15/30/60     2d6               600     10         1d6 One action to reload.

Sling                     4/8/16        Str+1d4        15         1            -

Fire pot               3 /6/12          2d10           200      2           -  MBT one action to light.

Smoke Pot         3/6/12           -                   80       2           -  LBT one action to light.  Conceals large area in smoke.

## Ammunition

Type                   cost  weight notes.

Arrow                   2        1/5

Bodkin arrow        5        1/5     ap1

Bleeding arrow   8        1/5    -2 to healing an incapacitation rolls.

Fire arrow            5        1/2    Cuts range in half. Needs fire to light.

Sling Shot (lead) 5        1/10  +1 damage.

Quarrel                5        1/5     ap2

Sling stone          free   1/10

Make ammo silver tipped for 15 marks per shot.

## Armor

Type                                      armor weight     cost  notes

Light Gambison                       +1           5              50  covers arms, torso.

Gambeson                               +2         10            80  cover arms, torso.

Gambeson leggings                +1           4              50  covers legs.

Jack chains                             +3          1               30  covers arms.

Hauberk                                  +4          20         700   covers arms, torso legs.

Half plate torso                      +5           14        1000   covers torso.

Half plate legs                       +5           8           600   covers arms

Half plate arms                     +5           4            500  covers legs.

Plate torso                             +6          14        2000  cover torso

Plate legs                              +6          14         1000   covers legs

Plate arms                             +6          8            800  covers arms

Lordly Plate torso                 +7          12      20,000  covers torso

Lordly Plate legs                   +7          12       10,000  covers legs

Lordly Plate arms                 +7           8          8,000  covers arm

Pot helmet                            +4           3                80   50% vs headshots.

Flat top helmet                     +5          4              500   -1 notice.

Plate Helmet                        +6          4              900    -1

Plate helmet with visor      +6          4               900   -1 notice when closed, 50% when open.

Lord plate Helmet              +7           4       9000

## Shields

type              weight  cost  notes.

Buckler         1            90      +1 parry, can be used as offhand weapon

Medium        8           120     +2 Parry +2 armor vs  ranged.

Large             14         200    +2 parry +4 armor vs ranged.

## Bardings

type                           armor   weight cost

Cloth                           +2          20         300

Chain                          +4          30         900

Plate                           +6          40       3000

Mammoth bardings +2 150 10,000

Shingled                    +4       25,000

## Other items

Item weight cost

Parka +2 to resist cold.        15               70

Surgical Kit                           5                80

Poison antidote kit.             5               120

Medical leeches                  1/2              30

Courier dove                 4(with cage)    100

Trained falcon                     -               1000

Trained dog                          -                120

Cat                                        -               15

Mule                                     -                80

Ox                                         -                300

Sheep                                   -                80

Goat                                      -                30

Mammoth                           -                2000

Trained War Mammoth     -             30,000

Dire Horse                           -               2000

## Drugs -

Cloudseed.                             1/10    60  Powerful memory altering

Warm shroom                         1/10    10 +2 resist cold for 12 hours.

Death's  Door                         1/10    80 ignore modifiers from up to 2 wounds for 8 hours.

Cupid's tears                          1/10     200 Massively increases sex drive.

Hallucinogenic shrooms         1/10    70

Smoking weed                        1/10     2

Strong weed                           1/10     15
Harlot’s pedals                        1/10    5 prevents pregnancy.

Casio seeds                            1/10     5/10 Mildly addictive, energy stimulate.
Ice thistles                               1/10    2   sleeping agent,  causes unusual dreams.
Arctic Aster                             1/10     5   steroids +1 straight with prolonged use.

High Bell's oil                          1/10     5  Perceived to enhance feminine qualities/increase attractiveness. Prolonged use give women the attractive or very attractive edge.+2 charisma in women. In men, it will cause a sex change.
Bane of Kings                          1/10    1000 extreme hallucinogens, may cause delusions/insanity.
Brave root                               1/10    100 fear suppressants.

Cat’s grass                              1/10    30 sharpens senses and increases light sensitivity +2 notice and ignore dim light penalties.

Night slug goo                         1/10     20 clots blood. +2 to stop bleeding. (heal or vigor);

Nectar of the North Wind        1/10    50 Extreme growth hormone, causes exhaustion, prolonged use permanently grants the brawny edge.

Euphoria                                  1/10    30 states of intense excitement and happiness.
Rage root                                1/10    60 causes a surge of adrenaline.

* Prolonged use: every day for 30 days.

Inspiration for the monster pick.

https://www.youtube.com/watch?v=7CfyU1mOZ1E&list=PLzzh7AuEBkEnAr1Ic5LKbJbvBq2BzVTGr&index=6