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 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 |
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.
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 |
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.