Your weapons, armor, tools, and supplies can al make the difference between the success and failure of your adventures. Equipment like tools can give you bonuses to certain rolls, while weapons and armor can grant you skills used to overcome foes. You can only equip as many items as you have slots, so choose carefully. But your other items can be kept in your inventory, as long as you can carry that much bulk. That capacity is shared with your supplies, which include food, ammo, and the basics you will need on you adventures.


Your inventory describes everything you might be carrying, including weapons, armor, tools, food, water, torches, ammunition, a bedroll, and a backpack to carry it all. Every item has two important attributes, its bulk, describing how heavy and awkward it is to carry, and its price describing how valuable it is.


Bulk is an abstract description of how heavy an item is and how hard it is to carry, some items like a lead ball might be bulky simply because of how heavy they are, while others like a 10-foot pole might be bulky because there are awkward to store.

In general, one bulk equates to about five pounds or two and a half kilograms. The amount of bulk you can carry is equal to five plus three times your brawn, so a character with two brawn could carry 11 bulk, about 55 pounds or just under 25 kg. You can carry up to double this amount, but while you do, you become encumbered. You can’t reliably carry more than double your carrying capacity over long distances. Over short distances, the GM will call for a brawn roll to see if you can move heavy objects.

Items that weigh less that one bulk don’t typically need to be counted against the limit you can carry. If you try to carry many small items, the GM may say that several of those small items make up one bulk.


An item’s price is broadly described as either copper, silver, gold, platinum, or gemstones, without giving a specific number. You might buy or sell an item for between one and 10 of its type of currency. This range reflects the fact that the price of an item may vary. Several factors- local availability, demand, or regulations - can influence the price an item will actually cost. Extreme surplus or shortage might even shift an item’s price category. Merchants will usually buy items from you at the lower end of the price range. Legendary items have no standard price, they can be sold for whatever people are willing to pay.


In the fantasy world of Forge of Legends, most people buy and sell things using coins of copper, silver or gold. More expensive transactions might be conducted with platinum or even precious gemstones. Land, art, and other property may be traded, but aren’t considered money. Each denomination of coin is worth 10 times as much as the previous denomination, as shown in the table below. Each coin or gem weighs 1/50th of a pound (1/100th kg), so 250 make up one bulk.

Currency Copper Silver Gold Platinum Gemstones
Copper 1 1/10 1/100 1/1,000 1/10,000
Silver 10 1 1/10 1/100 1/1,000
Gold 100 10 1 1/10 1/100
Platinum 1,000 100 10 1 1/10
Gemstones 10,000 1,000 100 10 1


Supplies represent everything an adventurer might use up on a regular basis. This includes food, torches, ammunition, flint and tinder for starting fires, as well as tools for cleaning and maintaining weapons and equipment. In Forge of Legends, all of those mundane consumables are described by a single item simply called supplies. As long as you have at least one supply, you have everything you need to keep adventuring for the day.

Supplies are priced in silver and take up one bulk. Almost every civilization will have basic supplies, so you should stock up while you are in town. Each evening before you rest, remove one supply from your inventory, representing the resources used throughout the day. If you stay at a inn, your house or, somewhere else were accommodations are provided, you don’t need to use up your supplies. Supplies expire of the course of several weeks, so you shouldn’t usually need to keep track of their spoilage.

Supplies notably don’t include water. In most parts of the world, water is easy to come by. But in places where water is scarce, you should consider bringing you own. One day’s quantity of water for a person, including a typical container, takes up one bulk.

When you run out of supplies, you may begin to suffer from hunger and accumulate stress, you may be unable to use weapons requiring ammunition, including bows and guns, and you may struggle to find your way through darkness. The GM will tell you what penalties you suffer when you are out of supplies.

Weapon Proficiency

You must be proficient with a weapon to properly wield it. Most weapon proficiency comes from your class, but you might acquire more weapon proficiency during your adventures. Weapon proficiency is described in terms of an items tags. You only need to be proficiency with one of an item’s tags, not all of them. You are encumbered while you wield a weapon with which you aren’t trained.


Your armor reduces the threat and the yield damage of enemy attacks. You can comfortably equip an amount of armor equal to your brawn. You can equip more armor if you want, but you become encumbered until you take off the excess. If one skill would deal damage to more than one of your defenses, you may choose which one of your defenses your armor protects.

Equipment Slots

Your character has a certain number of equipment slots, and you can equip one item in each. The item must have a tag that matches the slot; a helmet will have the head tag and must be equipped to the head slot. You gain the benefits of all your equipped items, though you might have to choose which feature to use at the right moment. You can rearrange which items you have equipped over 10 minutes, during which time you can also change your fighting style.


You can equip four “hands” of weapons, meaning four one-handed weapons, two one-handed weapons and one two-handed weapon, or two two-handed weapons. However, you may only wield two hands of weapons at once. The others are stored within easy reach, and you can swap between your different weapons with the Interact skill. Weapons include anything you might carry into battle, such as swords, shields, magic wands, and even musical instruments. Weapons almost always grant you skills, especially attack skills.

You have one head slot. Helmets, hats, headbands, and goggles are all considered head equipment. Head equipment is often useful for granting you special sight or hearing, or protecting what you have.


You have one shoulder slot. Cloaks, backpacks, scarves, and pauldrons can all be equipped on your shoulders. Such items can have a wide variety of effects, from protecting against the elements, to resisting conditions, to letting you carry more bulk.


You have one chest slot. A breastplate, cuirass, coat or simple shirt might all be chest equipment. Chest equipment often grants you armor.


You have one feet slot. Greaves, boots, shoes, and sandals are equipped on your feet, and will often affect how a character moves or interacts with special terrain. A good pair of boots might also help with overland travel/travel.


You have two accessory slots. Accessories include rings, gloves, belts, bracers, or pendants. Such items are rarely useful in combat, but might help with various rolls.


You don’t start with any pocket slots. Instead, pockets come from your other equipment, and you might have multiple pockets. A small knife, a potion or a bag of caltrops, would all be small enough to fit in a pocket. A pocket item may be retrieved and used while wielding one two-handed weapon, but not while wielding a separate weapon in each hand. You cannot retrieve or use a pocket item while concentrating on a two-handed weapon’s skill and vice versa.

Item Tags WIP


A one-hand weapon only requires one hand to use properly. You can wield two one-handed weapons at once, and equip up to four in your fighting style. Most one-handed weapons have 2-3 skills.


A two-hand weapon requires both hands to use properly. You can only wield one two-handed weapon at a time, and you can equip two two-handed weapons in your fighting style. Most two-handed weapons have 4-6 skills. You can carry a two-handed weapon in just one hand, but you can’t use any of its skills while you do.


A ZoC weapon is typically used for close-quarters combat, and grants you a zone of control while you wield it. Your zone of control lets you hinder enemies, surround them, and impose banes on their ranged skills. Note that some effects might remove your zone of control even while you wield a ZoC weapon.


A loading weapon needs to be reloaded after using any of it’s ranged skills; you can’t use such skills while it is unloaded. You can still used the weapons, non-ranged skills even while it’s not loaded. Reloading a weapon is often accomplished with the Interact skill, but other skills can let you reload your weapon too.


Simple weapons are straightforward and easy to use. All classes are proficient with simple weapons, and so are a good many common folk.


Light weapons are swift and precise, and usually benefit most from your agility.


Heavy weapons are big and slow, and usually benefit most from your brawn.


A sword is a long, deadly blade with a short handle. Swords come in many lengths and designs, and are used for both cutting and stabbing.


A dagger is a short, deadly blade. Daggers can be easy to conceal, and can work their way in through the tiniest chinks of their target’s armor.


An axe is a brutal blade with the weight concentrated toward the tip. Axes can chop down trees and foes alike.


A mace is a heavy destructive weight at the end of a long haft. Maces let you batter your foes around the battlefield.


A polearm is one of many deadly tips affixed to the end of a very long haft. Polearms let you keep your enemies at a distance.


A shield is a large metal or wooden disk that you can interpose between yourself and your enemy. Shields will protect you and let you control the flow of battle.


A bow is a flexible piece of wood and string that can fire arrows as fast as you can draw them. Bows excel at fast paced ranged combat.


A crossbow is a mechanical marvel that can fire bolts with tremendous power. Crossbows must be reloaded between, but feature more range and power than bows.


Early firearms lack range and speed, but more than make up for it with penetrating power. Firearms must be reloaded between shots, but have the most power of any ranged weapons. The GM may decide that firearms are not a part of the world you play in.


Warbanners are battle standards that you carry to rally your allies and demoralize your enemies. Many of a warbanner’s skills will be passive.


Musical instruments of all types can weave music to inspire allies and unnerve enemies. Each instrument is further categorized as a drum, horn, stringed, or wind instrument.


Arcane weapons, such as wands and staves, draw their magical power from the gemstone from which they are set. Arcane weapons are often used for ranged combat.


Relic weapons draw their powers from divine spirits. Relic weapons will often bolster allies, and can be very effective against demons and undead.


Occult weapons are tainted by malevolent forces. They often excel at inflicting lingering debilities on enemies.


Primal weapons call upon the primordial forces of nature. Primordial weapons often manipulate plants, animals, or natural elements.