Equipment

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By and large, the Kai Monastery will provide everything you need to complete your missions. The Order of the Kai is famously self-sufficient. The Monastery forge creates weapons and armour, its craft hall produces garments and soft goods, and Kai Skurdin skilled in alchemy and herbalism ensure that medicines and potions are readily available when needed.

Armour

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Chainmail Waistcoat
This vest is typically fashioned with a leather backing and short sleeves to protect the shoulders and upper arms when worn. Quite sturdy protection in combat, chainmail waistcoats are still light enough to permit freedom of movement.

Adds +2 to DEFENCE

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Leather Vestment
A thick, sleeveless shirt with reinforcement over the heart and vitals, leather vestments are a traditional sort of light armour worn by foresters, hunters, and archers. Kai Lords often dye their vestments green so they can serve as a Kai tunic.

Adds +1 to DEFENCE

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Helmet
These metal helms take many different shapes but they all serve the same purpose—turning aside blows that would strike the wearer in the head. Kai Lords tend to prefer simple steel helmets with an open face and nose bar.

Adds +1 to DEFENCE; do not figure in bonus when determining Order of Battle

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Shield
Shields vary in form even more than helmets do, ranging in size and shape from ponderously large tower shields to small bucklers. Because skilled shield-bearers can also use them offensively, shields are useful as defensive items with a bit of offensive punch when needed.

Adds +2 to COMBAT SKILL and +1 to DEFENCE

Backpack Items

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Lantern
A small lamp with perforated metal or glass windows and an oil reservoir, lanterns permit clear sight out to twenty yards and dim sight in a radius of ten yards beyond this. A lantern has 4 hours worth of oil inside it. Each additional quantity of lamp oil bought provides an additional 4 hours of fuel.

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Meal
Meals typically include nonperishable foods, dried fruit or meat, and a small amount of water or other simple beverage to drink. One Meal is enough to nourish one adult for roughly 10 hours of normal exertion.

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Potion of Laumspur
These small vials contain brewed Laumspur, a valuable healing herb used to soothe aches, cool fevers, and mend the body after sustaining a wound. A potion of this size is a one-use item that restores 4 points of lost ENDURANCE.

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Rope (50 Feet)
This strong but flexible rope, woven from hemp fibre, can easily support a Kai Lord and his or her gear under most conditions. When coiled tightly, this rope takes up only a modest amount of space.

Writing Box
A must for Kai Scholars on the go, a writing box is a small wooden or thin metal container that holds a leather-bound book, two quills, two sticks of charcoal and an inkwell with a secure lid.

Tools, Standard
These tool kits are generally arranged all together and then rolled up in a small leather bundle for easy carrying. One standard tool set contains everything needed to take Tests in a single skill with no penalty. Better quality tools exist and can offer bonuses to negate checks, but these precious items are rarely for sale in common shops.

Special Items

Arrows
Simple iron-tipped arrows for use with bows in ranged combat. Most arrows have wooden shafts and are fletched with goose feathers or bristled hair. For each arrow used, you may make a Luck test after combat. If you are fortunate, the arrow is intact and you may recover it. If not, it has been lost or otherwise rendered unsalvageable.

Backpack
From satchels and rucksacks, to flimsy hessian sacks, backpacks take many shapes and forms but they all serve the purpose of holding possessions during travel.

A backpack can hold 8 items. Heroes can be notoriously hard on their backpacks and, sooner or later, most Kai Lords will have to replace theirs.

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Bandolier/Quiver
These items are specialised containers used to hold ammunition or weapons with the Small quality. If they are holding ammunition, they have a capacity of 12 items. If they are holding Small weapons, they can only contain six such objects.

Bedroll
Bedrolls generally comprise a thick woollen blanket, a cotton or linen sheet, and a woven pad or mat for sleeping on rough and uneven ground. A backpack usually serves as a pillow. While most heroes can survive a night without a comfort item like a bed roll, having one adds a +1 bonus to Survival skill tests involving sleep or camping. Bedrolls are carried as a separate item attached to a backpack. Any conditions that might cause a hero to lose their backpack will also force the loss of a bedroll.

Belt Pouch
Belt pouches hold small objects and are typically used for carrying coins. Adventuring life—and the attention of pick pockets—often requires them to be replaced.

Horse
Horses are an excellent way of traversing long distances and while purchasing them can be expensive, heroes may often find that use of horses or carriages will be part of their missions. The price listed here is just a purchase price, as owning a horse requires a great deal of additional time and work.

Mapmaker’s Pack
These are leather tubes shaped much like quivers that contain parchment, drawing tools, and ink for creating maps and other drawings.

Weapons

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Axe
A short hafted weapon with a single- or double-bladed head for sweeping, hacking blows.

Cleaving (1): Cleaving weapons are made for wide, deadly swings against several foes. Also called ‘troop cutters’, these typically bladed weapons have the potential to devastate massed enemies. Their quality rating (X) is added to any ENDURANCE damage they inflict on Grouped enemies.

Impact (1): This quality can defeat armoured foes readily, crushing their chain and plate with relative ease. In combat, anyone taking ENDURANCE damage from a foe armed with an Impact weapon must subtract (X) from their Defence score when determining how many points they lose.

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Bow
The bow is one of the most commonly used—and effective—ranged weapons in Magnamund. They come in many different sizes and types, as do arrows.

Two Hands: This weapon is too large or demanding in its operation to be used with one hand. Wielders must use two hands to operate this weapon properly.

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Broadsword
A wide-bladed weapon with a thick cross guard and a long hilt.

Cleaving (1): Cleaving weapons are made for wide, deadly swings against several foes. Also called ‘troop cutters’, these typically bladed weapons have the potential to devastate massed enemies. Their quality rating (X) is added to any ENDURANCE damage they inflict on Grouped enemies.

Versatile: These weapons are effective in many different combat situations, switching from pure striking power to parrying enemy blows with ease. At the start of your action each turn, you may decide if your Versatile weapon has the Defensive (1) or Piercing (1) quality. This quality lasts until the start of your next round, when you may keep this choice or change it.

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Dagger
A short bladed weapon often designed as much for concealment as for combat.

Small (2): Small weapons can be carried in multiples. (X) is how many weapons of this type count as a single weapon for carrying purposes. Most Small weapons have a special sort of sheath, case or bandoleer that holds them when not in use.

Throwing: This weapon can be used in ranged combat but it can only be used once at range. It must then be recovered, typically after the battle, before it can be thrown again. You also run the risk of damaging the thrown weapon—the Narrator will decide if this is the case in each given situation.

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Mace
Consisting of a heavy bludgeoning head and a stout haft, this blunt weapon is very effective at crushing armour and foes alike.

Piercing (1): Piercing weapons have a way of wearing down foes through small, deadly strikes that add up over time. The piercing weapon inflicts (X) extra ENDURANCE damage. This extra damage is not affected by Defence and is inflicted even if you do not inflict any other ENDURANCE damage with your attack.

Impact (1): This quality can defeat armoured foes readily, crushing their chain and plate with relative ease. In combat, anyone taking ENDURANCE damage from a foe armed with an Impact weapon must subtract (X) from their Defence score when determining how many points they lose.

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Quarterstaff
A long, well-balanced pole, typically wooden (crafted from Sommlending oak), often constructed with small weights embedded in either end for more striking power.

Defensive (1): These weapons are at their best when they are used to block, parry or otherwise defend their wielders from attack. When armed with a Defensive weapon, you gain a bonus equal to (X) to your DEFENCE score.

Two Hands: This weapon is too large or demanding in its operation to be used with one hand. Wielders must use two hands to operate this weapon properly.

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Short Sword
A short-bladed weapon longer than a dagger but made for quick, one-handed thrusts in close combat.

Quick: Quick weapons are swift, efficient killers, often giving a first strike advantage before opponents have even started to swing. If you are armed with a Quick weapon, you may move up one place in the Order of Battle. This offers no additional benefit if you are already going first.

If you only carry one weapon with the Quick quality, it does not count towards your maximum number of Weapons.

Versatile: These weapons are effective in many different combat situations, switching from pure striking power to parrying enemy blows with ease. At the start of your action each turn, you may decide if your Versatile weapon has the Defensive (1) or Piercing (1) quality. This quality lasts until the start of your next round, when you may keep this choice or change it.

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Spear
A pole weapon with a sharp bladed end, often balanced for very effective thrusts and throwing.

Balanced (1): Balanced weapons are designed for a wide array of roles in combat. While they may not shine in any specific capacity, they are extremely flexible in battle. You gain a bonus equal to (X) to all Technique tests when wielding a Balanced weapon.

Throwing: This weapon can be used in ranged combat but it can only be used once at range. It must then be recovered, typically after the battle, before it can be thrown again. You also run the risk of damaging the thrown weapon—the Narrator will decide if this is the case in each given situation.

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Sword
A bladed weapon with a measured balance between speed, heft, and striking power.

Balanced (1): Balanced weapons are designed for a wide array of roles in combat. While they may not shine in any specific capacity, they are extremely flexible in battle. You gain a bonus equal to (X) to all Technique tests when wielding a Balanced weapon.

Versatile: These weapons are effective in many different combat situations, switching from pure striking power to parrying enemy blows with ease. At the start of your action each turn, you may decide if your Versatile weapon has the Defensive (1) or Piercing (1) quality. This quality lasts until the start of your next round, when you may keep this choice or change it.

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Warhammer
Shaped much like the tools, warhammers have oversized heads and longer handles. In combat, they make short work of rigid defenses, often punching holes straight through armour.

Heavy: Heavy weapons are made to be wielded with two hands and gain an additional +1 to COMBAT SKILL when used this way.

Impact (1): This quality can defeat armoured foes readily, crushing their chain and plate with relative ease. In combat, anyone taking ENDURANCE damage from a foe armed with an Impact weapon must subtract (X) from their Defence score when determining how many points they lose.

Equipment

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