Dream Park


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Ancient Equipment
RANGE: H=Hand, C=Close, M=Medium, L=Long, E=Extreme (second value if thrown)
ACCURACY: Bonus/penalty to Basic Skill
DAMAGE: VL=Very Light, L=Light, S=Serious, C=Critical, D=Deadly, VD=Very Deadly, ED=Extremely Deadly, SD=Super Deadly, COS=Cosmic, VLpsn=Very Light Poisoned, ASE=Small Area Effect
ARMOR: VL=Very Light (1W), L=Light (3W), M=Medium (5W), H=Heavy (7W), D=Very Heavy (9W), SH=Super Heavy (11W), MH=Mega Heavy (15W), COS=Cosmic (20W)
All reloads cost 1 point for a complete refill.
Rations cost 1 per day. Money costs 1 per 100 copper pieces (available from TL1 onward).

TL 0

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Club
VL
+0
H
1
Cold Weather Gear
1
Garotte
L
+0
H
1
Digging Stick
1
Macauitl (Aztec Sword)
S
+0
H
4
Drum
1
Stick Noose
L
-1
C
1
Firemaking Tools
1
Stone Axe/Tomahawk
L
-1
H/C
3
Fish Hook
1
Stone Knife
VL
+0
H/C
1
Float
1
Two-Handed Macuitl
C
+0
H
5
Holy Symbol
1
RANGED WEAPONS Rope (animal hair)
1
Blowpipe
VLpsn
+1
M
6
Sickle
1
Bolas
VL
+2
M
4
Sleeping Furs
1
Boomerang
L
+0
M
4
Stone Tools
1
Sling
VL
-1
M
2
Torches (4)
1
Throwing Stick
VL
-2
C
1
Water Skin
1
ARMOR
CLASS
COST
Heavy Skins
VL
1
Wood Shield
(VL)
VL
1

TL 1

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Axe
C
+0
H/C
4
Abacus
1
Battle Axe
D
+0
H
12
Cloak
2
Dagger
VL
+0
H/C
2
Holy Symbol
1
Knife
VL
-1
H
1
Merkhet
1
Mace
S
+0
H
3
Papyrus
1
Sickle-Sword
S
+0
H
3
Poisons
1/3
Stabbing Shortsword
L
+0
H
2
Scale
1
RANGED WEAPONS Sickle
1
Dart
VL
+1
C
1
Timed Candle
1
Disk
L
+1
M
4
Tools
1
Javelin
S
+2
M
6
Trumpet
1
Staff Sling
L
-1
M
3
Wax Tablet
1
ARMOR
CLASS
COST
Bronze Shield
(L)
L
3
Bronze Plate
M
10
Studded Leather
L
3

TL 2

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Broadsword
D
+0
H
10
Burning Glass
1
Falchion
S
+0
H
4
Holy Symbol
1
Long Knife
VL
+0
H
2
Pickaxe
2
Melee Net
-
+1
C
3
Soap
1
Scythe
C
+0
C
5
Spurs
1
Short Sword
L
+0
H
3
Surgical Tools
2
RANGED WEAPONS Windrose
1
Crossbow
S
+0
M
6
Greek Fire
D
+0
S.AREA
7
Pistol Crossbow
L
+1
M
4
ARMOR
CLASS
COST
Light Scale
L
2
Scale Mail
 M
8

TL 3

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Bastard Sword
D
+1
H
14
Backpack
1
Flail
L
+0
C
3
Compass
1
Greatsword (2-Handed)
VD
+0
H
24
Flint & Steel
1
Morning Star
S
+0
C
4
Grimoire
2
Pick
C
+0
C
5
Holy Symbol
1
Warhammer
D
+0
H
12
Lockpicks
5
RANGED WEAPONS Mirror
1
Composite Crossbow
C
+1
M
8
Musical Instrument
1
ARMOR
CLASS
COST
Pocket Dial
1
Chain Mail
M
12
Quill & Paper
1
Dragon Scale
VH
45
Torches (4)
1
Iron Shield
(S)
M
6
Leather Armor
VL
2
Mythril
H
30
Splint Mail
L
4
Steel Mail
H
25

EQUIPMENT  DESCRIPTIONS

TL 0
MELEE WEAPONS (TL0)
Club............................................1
Large wooden stick. Bonk bonk on the head. Very Light damage.

Garotte............................................1
Small length of wire or rope designed to choke a victim by the neck, usually from the back. Very Light damage.

Macauitl (Aztec Sword)............................................4
Wooden sword used by the Aztecs, it has a blade made of sharpened wood, with sharp spikes of obsidian planted into it. Serious damage.

Stick Noose............................................1
Garotte-type weapon at the end of a wooden pole. It may be easier to approach the victim without their noticing. Very Light damage.

Stone Axe (Tomahawk)............................................3
A light, one-handed stone axe, good for throwing as well as hacking. Light damage.

Stone Knife............................................1
Small double-edged stone weapon. Can be thrown, but at a -2 penalty. Very Light damage.

Two-Handed Macuitl............................................5
Larger version of the Aztec wooden sword, it requires both hands to use. Critical damage.

RANGED WEAPONS (TL0)
Blowpipe............................................6
Hollow tube that fires tiny darts (10). Darts can be poisoned, but cause Very Light damage without it. Poison can only be used by a character with the Poisons Skill.

Bolas............................................4
Two heavy stone balls joined by a cord or twine. Primarily an entangling weapon (the result of a successful hit), it can also do Very Light damage if swung like a club. This requires the Bola/Lasso Skill to use properly.

Boomerang............................................4
Australian throwing stick. If it misses, it returns to hand, provided it can fly its entire range uninterrupted. Light damage.

Sling............................................2
Strip of hide used to hurl small rocks or balls. Comes with 10 shots, but any small object can be hurled. Very Light damage.

Throwing Stick............................................1
Not unlike the Boomernag, this hard wood stick does not return to thrower's hand. Dogs may be tempted to retrieve it however. Very Light damage.

ARMOR (TL0)
Heavy Skins............................................1
Very Light Armor made of thick animal skins.

Wooden Shield............................................1
Primitive shield made of tree bark. It provides Very Light Armor. With the Shield Skill, it may be used to cause Very Light damage.

GEAR (TL0)
Cold Weather Gear............................................1
A heavy sealskin parka to protect from the cold, along with snow goggles carved from wood to protect from the glare of the sun (Awareness at -1 instead of -2 in arctic environments), and mukluks, thick mocassins that protect against frostbite.

Digging Stick............................................1
Primitive digging tool. Not as good as a shovel, but it's all these guys had.

Drum............................................1
Primitive musical instrument. A character with Chryptography could use it for "jungle telegraphy".

Firemaking Tools............................................1
For lighting fires. It takes about 20 minutes to light a fire by this method.

Fish Hook............................................1
Fishing tool made from fish bone at the end of a short length of rope (about 5 feet).

Float............................................1
Inflatable stomach lining used to counter encumbrance in water. Gives a character +1 to any Swimming task.

Holy Symbol............................................1
Stone idol of the "Venus" of prehistoric times.

Rope (animal hair)...........................................1
100 feet. Can carry up to 200 lbs.

Sickle............................................1
Small stone tool with a wooden handle used to cut vines, fruits off trees, etc. In a pinch, it may be used as a Melee Weapon doing Very Light damage with Accuracy -2.

Sleeping Furs............................................1
Primitive bedrolls for keeping war and cozy while sleeping. And the smell!

Stone Tools............................................1
Various prehistoric stone tools to cut hide, sharpen rocks, etc. In a pinch, they may be used as Melee Weapons doing Very Light damage with Accuracy -3.

Torches (4)...........................................1
Sticks with burning ember at the tip, usually fueled by animal fat or peat moss. Each lasts about a ½hour, lights Small Area around holder.

Water Skin............................................1
Waterskin capable of holding about a quart of water.



TL 1
MELEE WEAPONS (TL1)
Axe............................................4
A light, one-handed axe, good for throwing as well as hacking. Critical damage.

Battle Axe............................................12
Massive, two-handed axe favored by barbarians and dwarves. Deadly damage.

Dagger............................................2
Small double-edged weapon. Can be thrown, but at a -2 penalty. Very Light damage.

Knife............................................1
Small double-edged weapon, mostly used as a tool. Very Light damage.

Mace............................................3
Blunt metal weapon used to bash skulls in. Serious damage.

Sickle-Sword (Kopesh)............................................3
Curved bronze sword with no pointed tip. It slices, but does not stab. Serious damage.

Stabbing Shortsword............................................2
Short hammered copper sword, rather blunt on its edges. It stabs, but hardly slices. Light damage.

RANGED WEAPONS (TL1)
Dart (4)...........................................1
Small, throwable ancestor of the hobby dart. Comes in packs of 4. Very Light damage.

Disk............................................4
Cousin of the Olympic discus, it can be thrown in battle at up to Medum range. Light damage.

Javelin............................................6
Throwing spear open to all Professions (not a Polearm). Serious damage.

Sling Staff............................................3
Sling that uses a wooden pole to give the bullets more power. Comes with 10 shots, but any small object can be hurled. Light damage.

ARMOR (TL1)
Bronze Shield............................................3
Shield made of hammered bronze. It provides Light Armor. With the Shield Skill, it may be used to cause Light damage.

Bronze Plate............................................10
Medium Armor made of hammered bronze, as that worn by the great Greek and Trojan heroes.

Studded Leather............................................3
Light Armor made of flexible leather studded with metal plates.

GEAR (TL1)
Abacus............................................1
A frame holding pebbles or beads strung on wires, used to perform calculations. Using an Abacus reduces the difficulty of any Task requiring mathematics by one level.

Cloak............................................2
Woven cloth to with a hood to protect a person from the elements. Can also be used with the Cloak Skill for other effects.

Holy Symbol............................................1
Egyptian Ankh or other Bronze Age religious symbol.

Merkhet............................................1
Slitted palm-leaf used by Egyptian sailors to make astronomical observations by observing the pattern of stars moving across the slit. Extremely fragile. Gives +1 to any Navigation attempt if the stars are visible.

Papyrus............................................1
Equivalent of books. Spells may be written on them for use with the Spellcraft Skill.

Poisons............................................1/3
Requires Poisons Skill to use. There are two types, which may be slipped into food, or coat a weapon:
Mild Poison causes 2 Wounds each hour. Poisoned character is at -1 to all skills. Each dose costs 1 point.
Deadly Poison causes 3 Wounds each turn. Poisoned character is -4 to all skills. Each dose costs 3 points.

Scale............................................1
Device used to weigh precious metals and other goods. It is a pair of metal pans suspended from a wooden beam and pivoted in the middle.

Sickle............................................1
Small metal tool with a wooden handle used to cut vines, fruits off trees, etc. of Egyptian design. In a pinch, it may be used as a Melee Weapon doing Very Light damage with Accuracy -1.

Timed Candle (4)...........................................1
Beeswax candles designed to burn for a specified number of hours (2-12, user's choice). Comes in bundles of 4.

Tools............................................1
Bronze Age "tool kit" in a bundle of canvas, including a small saw, a mallet, a chisel, a file, a plane, and tongs.

Trumpet............................................1
Wind instrument made from a ram's horn. Can produce a number of notes. Very loud.

Wax Tablet............................................1
The preferred note-taking medium of scribes. Its surface can be smoothed by heat and reused.



TL 2
MELEE WEAPONS (TL2)
Broadsword............................................10
Heavy two-handed, crushing sword, designed to penetrate armor. Deadly damage.

Falchion............................................4
Broad-bladed, slightly curved short sword. Serious damage.

Long Knife............................................2
Extra-long knife, it handles like a sword with only one of its edges is sharp. More or less a knife with extra reach. Very Light damage.

Melee Net............................................3
Gladiatorial net with weights around the edge to throw on a victim and entagle him.

Scythe............................................5
Primarily a famring implement, it nonetheless can slice through flesh, and is spooky to boot. The Grim Reaper's weapon. Critical damage.

Short Sword............................................3
Double-edged weapon about 24-30 inches long. Light damage.

RANGED WEAPONS (TL2)
Crossbow...........................................6
Pistol-like, mechanically-cranked bow (takes 2 turns to recrank). Fires small bolts (12 shots). Serious damage.

Greek Fire............................................7
Primitve grenades composed of a vial with ignitable fluid inside. It must be lit before being thrown. Deadly damage in a Small Area.

Pistol Crossbow............................................4
Smaller crossbow design, it requires only one turn to be recranked. Fires small bolts (10 shots). Light damage.

ARMOR (TL2)
Light Scale............................................2
Light Armor composed of alternating bands of iron and tough layrs of linen.

Scale Mail............................................8
Medium Armor composed of bands of iron bolted together. Invented by the Celts and later adopted by the Romans.

GEAR (TL2)
Burning Glass............................................1
Small circular glass lense used to focus the sun's rays to ignite flammable materials.

Holy Symbol............................................1
A sun broach, or other Iron Age deity's symbol.

Pickaxe............................................2
Diffing tool with an pick on one side and a tappered bladed end on the other. In a pinch, can be used as a Melee Weapon causing Serious damage but at -3 Accuracy.

Soap............................................1
Made from animal fat treated with soda ash. Gets you clean in an era not known for its cleanliness.

Spurs............................................1
On boots, spurs give a +1 to any die roll involving the Animal Riding Skill.

Surgical Tools............................................2
Bundle containing various surgeon's tools, including scalpels, amputation saws, drills, probes, forceps, needles and drainage catheters.

Windrose............................................1
Rectangular box with 32 compass points around its exterior, which correspond to 15 known stars. Gives +2 to any Navigation attempt if the stars are visible.



TL 3
MELEE WEAPONS (TL3)
Bastard Sword............................................14
Light two-handed sword that may be swung with only one hand by characters with Athletics 5 and above. Deadly damage.

Flail............................................3
Pole tied to a swinging piece of metal by a small length of chain. Light damage.

Greatsword (2-Handed Sword)............................................24
large two-handed sword requiring a character with Athlethics of 5 or more. Very Deadly damage.

Morning Star............................................4
Flail with longer chain and spiky metal ball at the end instead of metal piece. Serious damage.

Pick............................................5
Sword-long metal spike thrust into victims, often curved at the end. Critical damage.

Warhammer............................................12
Large metal hammer made especially for combat. Sort of a blunt Battle Axe. Deadly damage.

RANGED WEAPONS (TL3)
Composite Crossbow...........................................8
Pistol-like, mechanically-cranked bow (takes 1 turn to recrank) that uses the technological advances of Composite Bows. Fires small bolts (12 shots). Critical damage.

ARMOR (TL3)
Chain Mail............................................12
Medium Armor made from fine metal mesh, made of interlocked rings. Less cumbersome than plate mails, a fine compromise between mobility and protection (-1 to Stealth and Athletics Skills).

Dragon Scale............................................45
Very Heavy Armor made from dragon hide. It may only be used in a World where Magic is possible. May also make dragons very angry at the character. Already magical and cannot be modified.

Iron Shield............................................3
Shield made of hammered iron. It provides Medium Armor. With the Shield Skill, it may be used to cause Serious damage.

Leather Armor............................................2
Very Light Armor made from heavy cured leather, usually in a tunic and head piece. It never penalizes a character's Stealth or Athletic Skills.

Mythril............................................30
Heavy Armor made by the elves from fantastic metal mined by the dwarves. It may only be used in a World where Magic is possible. It never penalizes a character's Stealth or Athletic Skills. Already magical and cannot be modified.

Splint Mail............................................4
Light Armor made from wooden pieces tied together by wire.

Steel Mail............................................25
Heavy Armor made from heavy metal plates, with an undermesh of chainmail. Bulky, cumbersome (-2 to Stealth and Athletics Skills), but a real sword stopper

GEAR (TL3)
Backpack............................................1
Leather. Holds up to 40 lbs. of stuff.

Compass............................................1
Early magnetic compass with a magnetized needle floating in water. Gives +1 to any Navigation attempt.

Flint & Steel............................................1
For lighting fires. It takes about 10 minutes to light a fire by this method.

Grimoire............................................2
Large book containing a Magic-User's spells (for use with Spellcraft) or other lore (+1 to any skill with "Lore" in the title).

Holy Symbol............................................1
A crucifix. Might be useful against vampires, you never know.

Lock Picks............................................5
Simple lock picking tools. Adds +1 to any Pick Locks attempt.

Mirror............................................1
Polished piece of metal.

Musical Instrument............................................1
Any stringed instrument available in the period (a luth for example).

Pocket Dial............................................1
Small device that enables characters to keep track of time, though only if the sun is out.

Quill & Paper............................................1
Writing implements. Enough sheets to last a Game.

Torches (4)............................................1
Oil-soaked rags on sticks. Each lasts about an hour, lights Small Area around holder. Each lasts about an hour, lights Small Area around holder.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.