Rules

Equipment


Inventory Slots

In Castles & Canaries, each character has a number of item slots they can use to carry things. Every item will have a slot value. Some items take up more than one slot, some take less.

ITEM SLOTS = BODY STAT

Characters cannot carry more items than their slots. Some items will take up less than one slot. These are considered small, light, or negligible items that can be grouped together and would be cumbersome to track individually. Items which take less than one slot must be kept in some kind of container, such as a pouch or satchel. The most common example of small items are coins. A single slot can hold 100 poker-chip sized coins in a pouch.

Armor

Armor is a broad category of equipment which protects characters from harm. In most settings, the best armors are expensive and out of reach for beginning adventurers. In Castles & Canaries, the armor a character wears reduces hits taken. When a character is in a fight or gets hit with a damaging effect, armor will reduce the number of damage taken by its armor reduction value (AR). AR is explained further in the combat section.

Armor Penalty. Wearing armor provides protection from blows but slows movements. Every armor comes with a penalty value which is subtracted from a character's evasion (EV). EV is explained further in the combat section.

Armor

Slots

AR

Penalty

None (cloak, robes, etc.)

1

0

0

Light (leather, quilted)

1

1

0

Medium (hide, gambeson, chain)

2

2

-1

Heavy (half plate, splint)

3

3

-2

Ultra Heavy (full plate, specialty)

4

4

-3

Shields. In addition to armor, a character can also wield a shield. Shields require 1 hand. Shields provide additional AR that stacks with armor.

Shield

Slots

AR

Penalty

Light

1

1

0

Medium

2

2

-1

Heavy

3

3

-2

Ultra Heavy

4

4

-3

Weapons

When creating a character, pick any weapon you wish to start with that your archetype has access to. Note that some weapons have minimum requirements to wield. If you try to wield a weapon and you do not meet the requirements, you have disadvantage on attack rolls with that weapon and it does 1 less damage.

Melee Weapons

Type

Damage

Slots

Hands

Range

Req

Tiny (unarmed, shiv, etc.)

0.5

0

1

Close

BODY 10

Small (shortsword, dagger, staff, sickle, brass knuckles, etc.)

1

1

1

Close

BODY 10

Medium (longsword, spear, cutlass, rapier, mace, etc.)

2

2

1

Close

BODY 12

Large (battleaxe, warhammer, halberd, etc.)

3

3

2

Close

BODY 14

Ultra Large (greatsword, greataxe, maul, etc.)

3

4

2

Near

BODY 16


Ranged Weapons

Type

Damage

Slots

Hands

Range

Req

Tiny (small rocks or other very small projectiles)

0.5

0

1

Near

BODY 10

Small (sling, throwing knives, darts, etc.)

1

1

2

Mid

BODY 11

Medium (shortbow, etc.)

2

2

2

Far

BODY 12

Large (crossbow, longbow)

2

3

2

Far

BODY 14

Ultra Large (greatbow, etc.)

3

4

2

Very Far

BODY 16

Ammunition. Ranged weapons require ammunition (darts, throwing knives, arrows, bolts). Ammunition is considered a negligible item and can be grouped 10 pieces to a slot. One piece of ammunition is used per attack, regardless of whether the attack hits or misses.

Throwing weapons. Melee weapons can be thrown. When thrown, they do half their damage rounded down (minimum 1/2). They do not require ammunition, but they must be retrieved after being thrown. A character can throw a weapon a number of feet up to (BODY stat * 2) / weapon slot size. Round down to the nearest 5 feet. For example, a character with a BODY stat of 10 can throw a small weapon up to 20 feet, whereas a character with a BODY stat of 15 could throw that same weapon up to 30 feet.