Weapons & Armor
Weapon damage in this Carcosa campaign is not random, nor is it tied to the shape and form of the weapon. Rather, damage is determined based on what the weapon is made of:
|Material||Damage||Damage When Broken|
|Wood or chitin||1d4||1d2|
|Horn or stone||1d6||1d3|
|Bone or obsidian||1d8||1d4|
In this version of Carcosa, metal (and the ability to forge it) is rare. Any monkey-man can pick up a heavy piece of wood and use it as a cudgel, any primitive can shape a stone into an axe-head, but if you want a sweeeeeet bonesword you're going to have to seek out a talented bonecrafter in a large town or city.
Two-handed Weapons: Two-handed weapons roll twice and take the higher result.
Weapon Breakage: If you roll a 1 on your attack roll, your weapon breaks. You can still use the broken weapon, but it now only does half damage. Any further breakage renders the weapon useless.
Armor provides protection based on how spiky it is:
|Armor Spikiness||Descending Armor Class||Ascending Armor Class|
|A few noteworthy spikes here and there||8||+1|
|A respectable level of spikitude||7||+2|
|Be careful in crowded hallways||6||+3|
|You could be in a black metal band||5||+4|
|You are the envy of porcupines||4||+5|
|None more spiky||3||+6|