Professional Documents
Culture Documents
Leather Steel Blood & Bone Supplement For Zweihander RPG
Leather Steel Blood & Bone Supplement For Zweihander RPG
STEEL
BLOOD
&BONE
A ZWEIHÄNDER Expansion for Armor & Injuries by Location
Broken Fingers / Writing & Development
jeff heising
Cuts & Bruises / Advising & Consulting
ADAM ROSE
Gouged Eyes / Layout & Art
KEN DUQUET
Added Cruelty / Additional Consulting & Writing
mariusz malinowski
This game product is powered by ZWEIHÄNDER Grim & Perilous RPG ™, a trademark of Grim & Perilous
Studios LLC, in the USA and other countries. Used with permission. Original text content of ZWEIHÄNDER
Grim & Perilous RPG is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0
Unported License. ZWEIHÄNDER Logo, content and original artwork are copyright © 2009–2019, Grim &
Perilous Studios, LLC unless otherwise specified. ZWEIHÄNDER Inventory, Encumbrance & Armor Sheet
created by Jeff Heising, with art by Dejan Mandic.
4 | QUALITY CHANGES
Dangerous: Clothing or armor of this Quality cannot I. Always refer to the encumbrance value of the
adequately protect you from harm. Should you suffer heaviest type of armor, as stated in ZWEIHÄNDER
an Injury during this time without wearing a suit of Revised Core Rulebook, page 374.
armor, you begin to Bleed (as mentioned in Chapter
8: Combat). II. As an alternative, you can use the Inventory &
Encumbrance Sheet at the end of this supplement.
Heavy: Armor of this Quality prohibits the use of the It uses the alternative Encumbrance system in
Incantation Skill to cast Magick and Coordination in ZWEIHÄNDER Revised Core Rulebook, page 375.
order to Dodge attacks. You are allowed to fill the appropriate slots and not
count them as Encumbrance. Any items over the
Natural: Armor of this Quality adds a +10 Base allowed slots are considered Overage with normal
Chance to Dodge attacks. Encumbrance values.
III. As a third choice you can use the table below (Table
ENCUMBRANCE A: Individual Armor Encumbrance) to calculate
total Encumbrance Values for each individual piece
Encumbrance is what you carry with you and if you of armor worn. This chart is a slightly modified
carry too much it can negatively affect you in the form version of the armor encumbrance system used in
of Overage. Overage will lower your Initiative and Ballers II, a bloodblitz campaign supplement in the
your Movement, so it is important to track and to Grim & Perilous Library, used with permission by
stay within your Encumbrance score. There are three writer Mariusz Malinowski a.k.a. ”Baller”. The only
options to pick from for Encumbrance; modifications made were to call out ‘right’ and ‘left’
arm and ‘right’ and ‘left’ leg as individual areas.
Bloodblitz Encumbrance: When determining the Encumbrance of piecemeal armor, simply use the chart below and add
up the numbers for the pieces of armor that you wear. Use the tens digit for your final Encumbrance score.
Note: Hit locations from the first option are in black, and hit locations from the second option are in red parentheses.
Table C1: Revised Damage Threshold Chart, Fur or Hide Table C2: Revised Damage Threshold Chart, Quilted
DMG. DMG.
ARMOR ENC. ARMOR ENC.
T.HOLD QUALITIES PRICE T.HOLD QUALITIES PRICE
NAME VAL. NAME VAL.
MOD MOD
Fur or Quilted 1 None 2 11 gc
1 None 3 6 gc
Hide PARTS
PIECEMEAL PRICE
PARTS COVERED
PIECEMEAL PRICE
COVERED
Aketon Arms, Body & Legs 9 gc
Cloak Arms, Body & Head 5 gc
Leggings Legs 2 gc
Chaps Legs 1 gc
Gambeson Arms & Legs 8 gc
Cape Arms & Body 4 gc
Doublet Body 4 gc
Mantle Body 2 gc
Arming Cap Head 10 ss
Hood Head 5 ss
8 | REVISED DAMAGE THRESHOLD CHART
Table C3: Revised Damage Threshold Chart, Leather Table C4: Revised Damage Threshold Chart, Brigandine
DMG. DMG.
ARMOR ENC. ARMOR ENC.
T.HOLD QUALITIES PRICE T.HOLD QUALITIES PRICE
NAME VAL. NAME VAL.
MOD MOD
Leather 2 None 3 20 gc Brigandine 3 None 4 33 gc
PARTS PARTS
PIECEMEAL PRICE PIECEMEAL PRICE
COVERED COVERED
Gaiters Legs 4 gc Jack Body 13 gc
Buff Coat Arms & Body 14 gc Surcoat Arms, Body & Legs 29 gc
Jerkin Body 8 gc Cuisses Legs 7 gc
Capeline Head 1 gc Barbute (Metal) Head 7 gc
Table C5: Revised Damage Threshold Chart, Ringmail Table C6: Revised Damage Threshold Chart, Mail
DMG. DMG.
ARMOR ENC. ARMOR ENC.
T.HOLD QUALITIES PRICE T.HOLD QUALITIES PRICE
NAME VAL. NAME VAL.
MOD MOD
Ringmail 3 None 5 28 gc Mail 4 None 5 65 gc
PARTS PARTS
PIECEMEAL PRICE PIECEMEAL PRICE
COVERED COVERED
Doublet Arms & Body 20 gc Hauberk Arms, Body & Legs 58 gc
Nasal Helmet Chausses Legs 13 gc
Head 3 gc
(Metal)
Byrnie Arms & Body 46 gc
Trousers Legs 5 gc
Hauergeon Body 26 gc
Coif Head 7 gc
Table C7: Revised Damage Threshold Chart, Munitions Plate
DMG.
ARMOR ENC. Table C8: Revised Damage Threshold Chart, Scale
T.HOLD QUALITIES PRICE
NAME VAL.
MOD DMG.
ARMOR ENC.
Munitions T.HOLD QUALITIES PRICE
5 Heavy 7 88 gc NAME VAL.
Plate MOD
Table C9: Revised Damage Threshold Chart, Full Plate ARMOR CONDITION
ARMOR
NAME
DMG.
T.HOLD QUALITIES
ENC.
VAL.
PRICE TRACKING
MOD
There are three options for tracking armor condition.
Full Plate 6 Heavy 7 179 gc
PARTS I. Armor damage is not normally tracked in the
PIECEMEAL PRICE
COVERED
standard rules. There are specific Traits, Talents or
Breastplate Body 72 gc other occasions where the GM may decide that
Spaulders Arms 54 gc the integrity of your armor has been compromised.
Greaves Legs 36 gc It will then gain the Ruined! Quality. See below
for the description of the Ruined! Quality.
Bascinet Head 17 gc
II. In this option, receiving a Grievous Injury will
confer the Ruined! Quality to the piece of armor of
the affected area. See below for the description of
01-10 (1) the Ruined! Quality. Make a note of this on your
character sheet.
III. The third option has three levels of damage a piece
of armor can take. They are Dangerous, Ruined!
and Destroyed!. When an Injury is suffered the
first time, the Dangerous Quality is conferred to
that piece of armor. If that armor location is Injured
again while still having the Dangerous Quality,
11-30 (2,3) 31-40 (4)
it is now considered Ruined! If the armor is not
repaired and receives a third Injury, it is Destroyed!
41-80 (5,8) and cannot be repaired. Any of the current damage
Qualities should be noted on your character sheet.
Effect: Whenever you suffer mental Peril, move Manikin Joint * (Arms, Legs)
one additional step down the Peril Condition Track Either your elbow is wrecked or your knee blown out, one
negatively while suffering 1 Corruption. of your joints no longer listens to your will. From a crude
board and bandage to an elaborate contraption of hinges,
Frequent Seizure * (Body, Head) rods and straps, your joint is held from straight to bent as
Maybe the result from a head trauma or a devastating back you want.
injury it seems at the most inopportune time your body locks Effect: This joint must be locked in place by splint or
up and does not respond. device in order to use it. While locked in place all Skill
Effect: You fall into fits of shaking and frothing under Tests with this arm/leg become worse by one step on
tense situations. When you suffer from Stress, Fear or the Difficulty Rating Chart.
Terror, you must roll a chaos die, 1d6 for Stress, 2d6
chaos dice for Fear and 3d6 chaos dice for Terror. If any Ne’er Do Well (Head)
are a face “6” you fall to the ground Helpless for 1d10 You are feckless, irresponsible and prone to idleness. It
+1 minutes. doesn’t mean that you are completely useless, however, you
are unreliable when the chips are down.
Hobbled Gait * (Legs) Effect: You cannot Assist others’ Skill Tests.
Your lower body has suffered a devastating injury. You find
yourself staying on your horse or wagon, the bar stool even. Open Hand * (Arms)
You quite often need something to support yourself to walk. Through broken finger and ripped tendons your hand
Combat is difficult but you are not ready to lie down and sometimes let loose on its own.
die just yet. Effect: Whenever you suffer from Stress, Fear or Terror
Effect: You must spend an additional AP to perform you immediately drop what is in your hand. In addition
any Movement Action. when you suffer from Bleeding or an Injury you must
pass a Toughness test or drop what is in your hand.
Light Load * (Arms, Body, Legs)
An after effect from a disease or a major wound to your Pain Killer (Body, Legs)
spine taken in battle, your body can no longer carry extra You escape the stresses of your daily life , the memories of
weight that it used to. past battles– and the horrors of what’s out there – by self-
Effect: When determining your encumbrance limit it medicating.
is [BB] + 0 instead of [BB] + 3. Effect: Work with your GM to select a single Addiction
your Character begins play with.
Limited Mobility * (Arms)
Through age, hard work in the fields or damage inflicted Partial Paralysis * (Body)
thru combat your arm does not have its youthful range of Through deadly combat your spine has been brutalized.
motion anymore. Your mind may be as quick as ever but your body resists
Effect: You suffer a -20 base chance to all Skill Tests your commands.
with this arm. If you decide to triple the amount of Effect: You permanently suffer from the Stunned
time required to try a task, you will only suffer a -10 Condition and thus begin your turn always with one
base chance. less AP. Note that you cannot be further stunned.
Rigid Spine * (Body) step. For instance, if you are corpulent, you are now
Your back has taken quite the abuse, you feel the weight of husky. Once you reach frail (or are already frail), reduce
the world pressing down on you. your Brawn by 9%.
Effect: When determining your Initiative and
Movement, use [PB] + 1 for Initiative and [AB] + 1 Veteran’s Arm * (Arms)
for Movement. Through some horrific accident or a mortal injury in
battle, your arm has been severed or torn off at the elbow.
Sanguine Temperament (Head) Shouldering a backpack is about all it is useful for now.
You are rather outgoing, but also jittery and have a hard Effect: You cannot use two-handed weapons or attempt
time sitting still. You may suffer from ‘jimmy leg’, and are any Skill Tests that must use two hands or arms. You
unable to keep a steady hand in the thick of battle, unless may still Climb, Swim, Ride a horse, etc. Furthermore
concentrating you cannot equip a shield to this arm.
Effect: You cannot Load or Take Aim without spending
an additional Action Point. In addition, whenever you Veteran’s Boot (Legs)
use the Special Action of Wait, you lose 1 Action Point. Perhaps lost during an unfortunate carriage accident,
during an intense battle, or in the jaws of a rabid animal,
Sour Stomach (Body) you are missing a foot. In its place is a wooden boot, which
You have pains in your stomach that make it difficult to keep you must strap onto your leg to stand up straight. It makes
down ‘rich’ food. This also means other kinds of substances a characteristic ‘CLUD’ sound as you walk, which has
can have a poor effect on your health, and keep you confined earned you a number of embarrassing nicknames.
to the water closet. Effect: You cannot Charge, Maneuver or Run with
Effect: After taking a dose of Laudanum, a Movement Actions without spending an additional
Delirient or consuming a substance the GM Action Point.
sees as being hard on your stomach, you
cannot recover to Unhindered on the Peril Veteran’s Eye (Head)
Condition Track (only to Imperiled) for the You have lost an eye. It may have been from a
next 24-hours. childhood prank gone wrong, an abnormality
from birth or the ‘devil’ made you gouge it out.
Split Face (Head) Regardless, you may have a glass bead where
Whether you took the haft of an axe to the face, it once was, wear an eye patch over the empty
your nose was broken in a fight or was born with socket or simply let its hollowed-out recess go
a deformity, you have a poor sense of smell. uncovered.
Effect: You must flip the results to fail all Skill Effect: Reduce the Distance for all ranged
Tests which rely on smell and taste. weapons you use by -3 (to a minimum of 1).
Two Injuries: (Standard +/-0%) Heal Test Use the Movement Adjustment Table for all Leg
Injuries.
Three Injuries: (Challenging -10%) Heal Test
If you need to determine right or left for feature on
If you are treated with a successful Heal Test, you the Head or Body roll a 1d6. 1-3 will be the right
may begin Recuperation and don’t suffer from the side and 4-6 will be the left side.
permanent effects of a Grievous Injury. A Critical
Success has the same results as above while reducing If you use option 3 for armor condition tracking
the time to Recuperate by 3 days. Both Failure and refer to page 9 for specific details of armor taking
Critical Failure means you cannot begin Recuperating damage.
until undergoing successful treatment, while Critical Arrows and bolts are considered broken when they
Failure also indicates that your wounds now suffer from inflict an Injury unless they are made of a special
Infection. Until fully recuperated, your movement will material.
be modified by the Movement Adjust Table located at
the end of this supplement.
RECUPERATION
TIME
While undergoing Recuperation, you still suffer
from any penalties your Injury conferred on you.
Recuperation requires a certain number of days before
the effects are lifted and the Injury disappears. Total
recovery is based on the severity of the Injury:
Note: A g symbol means the shot is still lodged in place. A successful Heal test will remove the shot with no penalty to
the victim. A failed Heal test will result in the shot being removed but the Patient will suffer 1d10+1 Physical Peril. A
critical failure is the same as failure but the patient will suffer 2d10 +2 physical Peril. If the injury is Grievous, removing
the shot is part of the surgery.
24 | GUNPOWDER WEAPON INJURIES, ARMS
Note: A symbol means the missile is still lodged in place. A successful Heal test will remove the missile with no penalty
to the victim. A failed Heal test will result in the missile being removed but the patient will suffer 1d10+1 Physical
Peril. A critical failure is the same as failure but the patient will suffer 2d10 +2 physical Peril. If the injury is Grievous,
removing the missile is part of the surgery.
28 | MISSILE WEAPON INJURIES, ARMS
Note: Movement penalty leaves after recovery of an Injury. B = Bladed, C = Crushing & Brawling, G = Gunpowder, M = Missile
SLAIN!
All good tales must eventually come to an end.
Whenever a foe descends beyond the grievous threshold
they are slain. Currently there are two options to use to
describe their death.
Light Source__________
__________ Perfect________ Fleeting Shadows________ Total Darkness________
Darkness
Quiver
Head__________ Arrow
Neck__________ Bolts
Shot
Shoulders__________
__________ ______
Upper Body__________
__________
Belt 4 days
1 one-handed
handed weapon or Food Water 3 days
2 smaller weapons ______ Days Skin 2 days
Right Weapon__________
__________ 1 day
Left Weapon__________
__________ Bandoleers (4 slots)
st
1 Slot__________
__________ Vest (6 slots)
nd
2 Slot_________
_________ Robe (8 slots)
rd
3 Slot__________
__________ Right Side Left Side
____________ ____________
Lower Body__________
__________ ____________ ____________
Feet__________ ____________ ____________
Plus small weapon_________
weapon ____________ ____________
Instead of Bag, Sack or Pack
Shoulder Bag (8 slots 1&2) 1 Two-handed
handed Weapon_______________
Weapon
Rucksack (16 slots 1-4)
1 or 2 One-handed
handed Weapons______________
Weapons
Backpack (24 slots 1-6)
1 ______________
Unharmed Lightly Wounded Moderately Wounded Seriously Wounded Grievously Wounded Slain!
Add BB+
Roll * Area Armor Type DTM Qualities Material Mod DTM +6 +12 +18
01-10(1) Head
11-30(2,3) __Arm
31-40(4) __Arm
41-80(5-8) Body
81-90(9) R Leg
91-00(0) L Leg
*Percentile is your attack roll flipped. Or parenthesis is the units or ones die of your attack roll. Assign dominant & off hand.
34 | NOTES
NOTES | 35
cleave
crush
slash
gouge
Within this book you’ll find an assortment of expanded rules
for hit locations, injuries, drawbacks and piecemeal armor
for use with the ZWEIHÄNDER Grim & Perilous RPG.
Add more gory detail to your grim & perilous games with
LEATHER, STEEL, BLOOD & BONE.