This Chapter is to cover the basic rules for the non-magical equipment that a Character may come across in their adventures. Magic Items and the rules for Crafitng different Items, be they magical or non-magical, are covered in the two following Chapters.
Common coins come in several different denominations based on the relative worth of the metal from which they are made and the amount of the material included often measured in weight of the coin, though the exact names they are known by and appearance may vary by region or nation state that minted them. The three types of coinage used for our rules are the gold piece (GP), the silver piece (SP), and the copper piece (CP).
The silver piece is the standard coinage found in most kingdoms, used by commonfolk and buisnesses alike, whereas gold pieces are more often used in trade between organisations, states, and nobility. When merchants discuss deals that involve goods and services worth hundreds or thousands fo gold pieces, the transactions do not occur with an exhchange of gold pieces, more they occur with trade of values goods with pre-determined gold values, letters of credit, or gold bars.
While adventurers may often deal with SP as their primary coinage, for the purpoises of the rules we will state the value of goods in the lowest nondecimal denomination of coinage, so whilst Armour is often listed in gold pieces, Characters will often in reality be being paid in and thus spending with silver pieces. For reference the conversion between denomination of coinages is as follows:
1GP = 10SP = 100CP
Some nations in history have used other materials for their coinage, as such in ancient sites a Character may find these kinds of forgotten coinage. These will most often not be legal tender and as such many merchants, traders, and common folk will not accept them unless they are interested in the value of the raw material they are made from. Though they may find value with historians, scholars, and collectors who will pay handsome sums for their aquisition.
While this document will list the baseline price for an Item, its exact price to buy may be dependant on supply and demand. If there is not alot of goods coming into the settlement or there is enough supply but incredibly high demand, the local store may increase the prices above what is listed in this Chapter. Likewise, sometimes goods may be cheaper depending on conditions. In general the prices here are a guide and the GG has final say on prices, for GG advice on determining prices please look at the Game Guide's Companion.
When selling goods, it may be that as the Item is used, the price a shopkeeper may offer will most likely be less than the prices listed in this document. Consider when finding Items in dungeons or that you may have taken from someone you defeated in battle, that age or battle damage may make an Item unsellable.
If you keep supplying the same Items to the same merchants, they will most likely over time lower the amount they are willing to pay for such goods, especially if they are struggling to sell such wares. Some Items such as Magic Items or Items of extreme value may be unable to be sold, both as the marchant doesn't have the funds to buy the goods, and/or because they do not believe they would be able to sell them.
Also Character's should consider who the trader is, what kind of wares they sell, and who their usual clientele are, in order to get the best prices.
Sometimes to get the best deals, it is better to barter rather than buy and sell goods for coin, especially if you know you have Items the other entity you are bartering with wants, and likewise they have something you want. These are often where a Character's social skills may be most useful.
The Items listed in this Chapter are some general Items Characters will find commonly in the world. However, they may find they wish to trade in less common wares, like trade goods, there will be some guidance in the Game Guide's Companion for ideas of how to measure the cost of these Items.
This section contains common Items that Characters will encounter on their Adventures.
| Item | Cost |
|---|---|
| Bedroll | 5SP |
| Blanket | 5SP |
| Book | 25GP |
| Camping Kit | 1GP |
| Candle | 1CP |
| Chalk (1 Piece) | 1CP |
| Climber's Kit | 25GP |
| Healer's Kit | 5GP |
| Ink (1 Pot) | 10GP |
| Ink Pen | 2CP |
| Ladder (3m) | 1SP |
| Lamp | 5SP |
| Lamp, Bullseye | 10GP |
| Lamp, Hooded | 5GP |
| Oil (Flask) | 1SP |
| Paper (1 Sheet) | 2SP |
| Parchment (1 Sheet) | 1SP |
| Rations (1 Day) | 5SP |
| Rope (15m) | 1GP |
| Sealing Wax | 5SP |
| Spyglass | 50GP |
| Tent, Two-Person | 1GP |
| Tent, Four-Person | 3GP |
| Torch | 1CP |
| Whetstone | 1CP |
Bedroll. Each Bedroll occupies 1 Container Slot and can occupy a Side Slot. Bedrolls provide a comfortable surfaces to sleep upon, allowing Party's to Long Rest in rough or uncomfortable areas.
Blanket. Each Blanket occupies 2 Container Slots. Blankets are wool or fabric to help Characters stay warm. Allowing a Party to Long Rest in a cold environment, in Extreme Cold these blankets will not provide sufficient support. Specially crafted blankets for such environments will be required and may even provide protection from such environments when travelling.
Book. Each Book occupies 1 Container Slot. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams, and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a Spellbook described later in this section.
Candle. Up to 10 Candles occupies 1 Container Slot. When lit, for an Hour, 1m around the Candle is considered a Well-Lit area and a further 1m area is considered Dimly Lit.
Camping Kit. Each Camping Kit occupies 1 Container Slot. A Camping Kit contains the pieces required to make a Campfire and cook a basic Meal as part of a Short Rest. This includes a cup, simple cutlery, a tin box, a ladle, a pot, and a tinderbox. The tin box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
The tinderbox holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
Use Item (Tinderbox). You light a fire with a suitably flammable object as fuel.
If the Item being lit was a Torch or an object with similarly abundant and exposed fuel it takes only 1AP to perform this action.
Chalk. Up to 99 Pieces of Chalk occupies 1 Container Slot.
Climber's Kit. Each Climber's Kit occupies 1 Container Slot. A Climber's Kit includes a specially adapted hammer, pitons, boot tips, gloves, and a harness.
Use Item (Climber's Kit). You use this Kit to anchor yourself, when you do, you can't Fall more than 5m from this point where you anchored yourself, and you can't Climb more than 5m away from this point without undoing the anchor.
You can also use multiple Kits to make a route of anchors you can attach to, for making a route up a vertical surface.
Healer's Kit. Each Healer's Kit occupies 1 Container Slot. A Healer's Kit is a leather puch containing bandages, salves, and splints. The Kit has 10 Charges.
Use Item (Healer's Kit). You expend one Charge of this Kit to Stabilise an entity that is at 0HP, without needing to make a Medicine Skill Roll.
You can instead expend 5 Charges of this Kit to make a Medicine Skill Roll to Target one Scar Concept affecting the Target entity. The TG is 14 for a Mild Scar Concept, 20 for a Moderate Scar Concept, or 28 for a Severe Scar Concept.
On a successful Test, the Scar Concept is reduced in Severity by one, though Mild Scar Concepts instead are removed.
Ink. Up to 99 Pots of Ink occupies 1 Container Slot.
Ink Pen. Up to 10 Ink Pens occupy 1 Container Slot.
Lamp. Each Lamp occupies 1 Container Slot. When lit, for 6 Hours, 3m around the Lamp is considered a Well-Lit area and a further 6m area is considered Dimly Lit.
It can be replenished with a Flask of Oil.
Lantern, Bullseye. Each Lantern, Bullseye occupies 1 Container Slot. When lit, for 6 Hours, a Bullseye Lantern casts a Well-Lit area as a 6m Cone, and a further 6m is considered Dimly Lit.
It can be replenished with a Flask of Oil.
Lantern, Hooded. Each Lantern, Hooded occupies 1 Container Slot. When lit, for 6 Hours, a Bullseye Lantern casts a Well-Lit area as a 6m Cone, and a further 6m is considered Dimly Lit.
It can be replenished with a Flask of Oil.
Use Item (Lantern, Hooded). You can lower the hood, reducing the area of light to being only Dimly Lit in a 1m Radius around the Lantern.
Oil. Up to 5 Flasks of Oil occupies 1 Container Slot. Usually is carried in a clay flask.
Use Item (Oil). You splash the Oil in the Flask onto an entity/object within 1m of you or throw it up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object.
On a hit, the Target is covered in Oil. If the Target takes any Fire damage before the Oil dries (after 1 Minute), the Oil is set alight (see below), and the Target takes an additional 5 Fire damage from the burning Oil.
You can also use this action to pour a Flask of Oil on the ground to cover a 1m square area, provided that the surface is level.
If lit, the Oil burns for 2 Rounds, and deals 5 Fire damage and applies a Degree of the Burned condition to any entity/object that enters the area or ends their Turn in the area of the flaming Oil. An entity can take this damage and gains Degrees fo the condition from this effect once per Turn.
Paper. Up to 99 Sheets of Paper occupies 1 Container Slot.
Parchment. Up to 99 Sheets of Parchment occupies 1 Container Slot.
Ration. Up to 25 Rations occupies 1 Container Slot. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Each Ration Pack provides 10 Units of Food & Drink.
Rope. Each Rope occupies 1 Container Slot and can occupy a Side Slot. Rope has 2HP and can be broken with a TG 17 Physique Test.
Sealing Wax. Up to 99 Sticks of Sealing Wax occupies 1 Container Slot.
Spyglass. Each Spyglass occupies 1 Container Slot. Anything viewed via the Spyglass is magnified to twice their size.
Tent. Each Tent occupies 4 Container Slots. A simple and portable canvas shelter.
Torch. Up to 25 Torches occupies 1 Container Slot. When lit, for 1 Hour, 4m around the Lamp is considered a Well-Lit area and a further 4m area is considered Dimly Lit.
If you make a melee Inprovised Weapon Attack with a burning Torch and hit, it deals 1 Fire damage.
Whetstone. Each Whetstone Block occupies 1 Container Slot. Each Whetstone has 10 Charges.
Use Item (Whetstone). You expend one Charge of this Whetstone to reduce a non-magical Pentalty to a non-magical Weapon's Attack and Damage Rolls by 1 (to a minimum of 0).
If the Weapon has the Faulty (X) Weapon Property, you may instead with this action reduce the value of X by 1.
If a non-magical Weapon does not have any Penalty nor the Faulty (X) Weapon Property, then instead it gains the Sharp (1, 1) Weapon Property, unless it already has the Sharp (X, Y) Property, at which point increase X by 1 (to a maximum of your SB).
| Item | Cost |
|---|---|
| Belt, Basic | 5CP |
| Clothes, Common | 1SP |
| Clothes, Costume | 5GP |
| Clothes, Fine | 25GP |
| Clothes, Travelling | 1GP |
| Robes | 1GP |
Each Clothing set occupies 1 Container Slot.
Belt, Basic. A standard Belt, Basic has 4 Belt Pouch Slots. A simple leather belt.
| Item | Cost |
|---|---|
| Acid (Vial) | 25GP |
| Alchemical Ink (1 Pot) | 15GP |
| Alchemist's Fire (Flask) | 50GP |
| Antitoxin (Vial) | 50GP |
| Bomb, Smoke (Flask) | 50GP |
| Holy Water (Flask) | 25GP |
| Magically Conductive Material | 6GP |
| Poison, Basic (Vial) | 100GP |
| Spellbook | 50GP |
| Tincture of Healing (Vial) | 50GP |
Acid. Up to 25 Vials of Acid occupies 1 Container Slot. A clear acidic liquid, usually is carried in a glass Vial.
Use Item (Acid). You splash the Acid in the Vial onto an entity/object within 1m of you or throw it up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object.
On a hit, the Target takes 2d6 Acid damage.
Alchemist's Fire. Up to 5 Flasks of Alchemist's Fire occupies 1 Container Slot. A sticky adhesive fluid that ignites when exposed to the air, usually is carried in a clay Flask.
Use Item (Alchemist's Fire). You throw the Flask up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object.
On a hit, the Target takes 1d4 Fire damage and gains a Degree of the Burned condition. The Degrees of the Burned condition from Alchemist's Fire can only be removed with an action (2AP), where the Target must succeed on a TG 10 Agility Test to extinguish the flames.
Antitoxin. Up to 25 Vials of Antitoxin occupies 1 Container Slot. A clear bitter tasting fluid, usually is carried in a glass Vial.
Consume Item (Antitoxin). An entity that drinks this vial gains Advantage on Trait Tests to resist, avoid, or end the effects of Poisons and the Poisoned condition for 1 Hour. If the entity currently is affected by a Poison or the Poisoned condition, they can immediatly make a Trait Test against the Poison or condition. This has no effect on Constructs or Undead entities.
Bomb, Smoke. Up to 5 Flasks of Bomb, Smoke occupies 1 Container Slot. A smokey alchemical mixture, usually is carried in a clay Flask. Variations of this Item can be brought for different colours of smoke.
Use Item (Bomb, Smoke). You throw the flask up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target point.
On a hit, the Flask shatters creating a 5m Radius Sphere of smoke, Centred on the Target. The Sphere is Heavily Obscured by smoke for 1 Encounter/Scene or until a strong wind (such as the Gust of Wind spell) disperses the smoke.
Holy Water. Up to 5 Flasks of Holy Water occupies 1 Container Slot. Sanctified water, usually is carried in a clay Flask.
Use Item (Holy Water). You splash the water in the Flask onto an entity/object within 1m of you or throw it up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object.
On a hit, if the Target has the Masked or Undead Entity Types, it takes 2d6 Radiant damage.
Poison, Basic. Up to 25 Vials of Poison, Basic occupies 1 Container Slot. A toxic liquid, usually is carried in a glass Vial.
Use Item (Poison, Basic). You can use the Poison in this Vial to coat one Weapon that deals Piercing, Slashing, or Vorpal damage, or up to three pieces of Ammunition.
An entity hit by the Poisoned Weapon/Ammunition must make a TG 10 Endurance (Stamina) Test.
On a failed Test, the Target takes 1d4 Poison damage.
If they failed the Test by 5 or more, they also gain one Degree of the Poisoned condition.
Once applied to a Weapon/Ammunition, the Poison maintains its potency for the Duration of the Encounter/Scene before drying.
Spellbook. Each Spellbook occupies 1 Container Slot. Essential for Arcanists, a Spellbook is most often a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Tincture of Healing. Up to 25 Vials of Tiincture of Healing occupies 1 Container Slot. A warm sweet tasting fluid, usually is carried in a glass Vial.
Consume Item (Tincture of Healing). An entity that drinks this vial regains 2d4 + 2 HP.
Use Item (Tincture of Healing). You splash the fluid in the Flask onto an entity/object within 1m of you or throw it up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object.
On a hit, the Target regains 2d4 + 2 HP.
| Item | Cost |
|---|---|
| Backpack | 7SP |
| Barrel | 2GP |
| Case, Crossbow Bolt | 1GP |
| Case, Map or Scroll | 1GP |
| Chest | 5GP |
| Flask | 2CP |
| Pouch | 5CP |
| Quiver | 5SP |
| Vial | 1GP |
| Waterskin | 7CP |
Containers all have a number of Container Slots. Each Slot can hold one kind of Item at a time, with each Item stating how many can occupy a Slot or if they require multiple Slots.
A Container's number of Container Slots are modified by the following effects:
Items and Containers assume for this standard to be created for an entity of the same Size Category. If this is not the case for each Size Category the entity the is made for Item is smaller than that of the entity the Container was made for, the Slot space this Item takes up is halved, and for each Size Category greater the Slot space is doubled (Items for Titanic Sized enities are to big for anything but Titanic Sized Containers). For example a Medium Sized Human with their Backpack decides to carry some of their Tiny Sized Fairy companion's Torches. Up to 25 Torches can normally be stored in 1 Container Slot, however for their Companion's Torches up to 100 Torches could be stored in that Container Slot. In the inverse the Fairy's Backpack could only hold up to 7 of the Human's Torches in 1 Container Slot.
Backpack. A standard companion for any Adventurer. A standard backpack has 10 Container Slots with 3 Side Slots.
Barrel. Most often made of wood and used to store and/or carry around larger and bulkier gear/goods/fluids. Exact number of Container Slots depdns on the size of the barrel commisioned. But on average a Medium Sized Barrel would have 50 Medium Sized Container Slots.
Case, Crossbow Bolt. This Case can occupy the Side Slots of another Container of the same Size Category. This wooden case can hold up to 3 additional Units of Crossbow Bolts.
Case, Map or Scroll. This Case can occupy the Side Slots of another Container of the same Size Category. This cylindrical leather case can hold up to 10 rolled up Sheets of Paper or Parchment.
Chest. Most often made of wood and used to store and/or carry around larger and bulkier gear/goods. Exact number of Container Slots depends on the size of the chest commisioned. But on average a Medium Sized Chest would have 25 Medium Sized Container Slots.
Flask. Up to 5 Flasks occupies 1 Container Slot. Often made of clay or glass, it can contain enough water for 1 Unit of Food & Drink. It is often howecer used for storing Alchemical Concoctions that require larger amounts of the solution to be effective.
Use Item (Flask). You throw the Flask up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object/location.
On a hit, the Flasks breaks on contact pouring its contents onto the Target.
On a miss, the Flask breaks on contact with the location it lands upon, pouring its contents onto the location.
Pouch. Each Pouch can occupy a Pouch Slot of the same Size Category. A standard cloth or leather Pouch has 2 Container Slots, these can be used to contain additional Units of Firearm Cartridges, Sling Bullets, or Blowgun Needles. A compartmentalised Pouch for holding Spell Components is called a Component Pouch which is described later in this section.
Quiver. This leather quiver can hold up to 4 additional Units of Arrows.
Vial. Up to 25 Vials occupies 1 Container Slot. Often made of glass, it can contain enough water for 0.5 Units of Food & Drink. It is often however used for storing Alchemical Concoctions that require smaller amounts of the solution to be effective, and often a single use.
Use Item (Vial). You throw the Vial up to 4m, shattering on impact. Make a ranged Improvised Weapon Attack against a Target entity/object/location.
On a hit, the Vial breaks on contact pouring its contents onto the Target.
On a miss, the Vial breaks on contact with the location it lands upon, pouring its contents onto the location.
Waterskin. Made of leather and used for easy storage of water whilst travelling. A waterskin can store up to 5 Units of Food & Drink.
Usually, an Character may only carry 5 Units of Ammunition on their person. If an Ammunition Container is kept on their person, they may increase the maximum number of Units they can carry above 5 by the amount stated with the Container.
Units carried in these Containers if they are on the Character's person are considered to be freely accessible to access and are accessed first when reducing Units on their person.
| Item | Cost |
|---|---|
| Component Pouch | 25GP |
| Arcane Focus | |
| Crystal | 10GP |
| Orb | 20GP |
| Rod | 10GP |
| Staff | 3GP |
| Wand | 10GP |
| Holy Symbol | |
| Amulet | 5GP |
| Emblem | 5GP |
| Reliquary | 5GP |
| Primal Focus | |
| Sprig of Holy/Mistletoe | 1GP |
| Totem | 1GP |
| Wooden Staff | 5GP |
| Yew Sceptre | 10GP |
| Yew Wand | 10GP |
Arcane Focus. An Item specifically designed to channel the power of Cosmic Spells. Each Crystal and Orb occupies 1 Container Slot, each Wand occupies 2 Container Slots, and each Rod and Staff cannot occupy Container Slots.
Component Pouch. A small watertight leather belt pouch that has compartments to hold all the Material Components and other special Items a caster needs to cast their spells, except for those that have a specific GP cost as stated in the spell's description. Each Component Pouch can occupy a Pouch Slot of the same Size Category.
Holy Symbol. An Item specifically designed to channel the power of Eternal Spells, often taking the form of a representation of the Eternal of the wielders faith or an associated pantheon that can be worn as an amulet or attached to a Shield as an Emblem. Others may carry a Tiny box containing a fragment of a sacred relic of that faith, known as a Reliquary. Each Amulet and Reliquary occupies 1 Container Slot.
Primal Focus. An Item specifically designed to channel the power of Primordial Spells. Each Totem occupies 1 Container Slot, each Sprig and Wand occupies 2 Container Slots, and each Sceptre and Staff cannot occupy Container Slots.
A Rod and a Sceptre can be used as a Club. If it has been specially reinforced for an additional 50GP it is treated as a Mace instead.
A Staff can be used as a Quarterstaff.
A Tool may help a Character perform an action they could not otherwise perform, such as Crafting or Repairing an Item, forging a document, or picking a lock. Training with a Tool allows you to add the Item's Item Bonus to any Trait Test made using that Tool. Basic Tools listed below that are brought without any special modifications all provide a +1 Item BOnus. However, Magic Tools or those made from unique Materials may provide greater Bonuses.
| Item | Cost |
|---|---|
| Artisan Tool | |
| Alchemist's Supplies | 15GP |
| Brewer's Supplies | 10GP |
| Calligrapher's Supplies | 8GP |
| Carpenter's Tools | 15GP |
| Cartographer's Tools | 1GP |
| Cullinarian's Utensils | 15GP |
| Glassblower's Tools | 15GP |
| Herbalism Kit | 5GP |
| Jeweller's Tools | 5GP |
| Leatherworker's Tools | 5GP |
| Mason's Tools | 10GP |
| Painter's Supplies | 10GP |
| Poisoner's Kit | 10GP |
| Potter's Tools | 15GP |
| Smith's Tools | 15GP |
| Tinkerer's Tools | 1GP |
| Weaver's Tools | 15GP |
| Gaming Set | |
| Chess Set | 1GP |
| Dice Set | 1SP |
| Playing Card Set | 5SP |
| Gatherer's Tool | |
| Botanist's Tools | 15GP |
| Fisher's Gear | 15GP |
| Harvester's Tools | 15GP |
| Miner's Tools | 15GP |
| Musical Instrument | |
| Aulos | 5GP |
| Bagpipes | 20GP |
| Dancing Bells | 20GP |
| Drum | 6GP |
| Dulcimer | 20GP |
| Flute | 2GP |
| Guitar | 20GP |
| Lute | 20GP |
| Lyre | 20GP |
| Horn | 3GP |
| Pan Flute | 12GP |
| Shawn | 2GP |
| Trumpet | 20GP |
| Viol | 20GP |
| Violin | 20GP |
| Other Tools | |
| Disguise Kit | 15GP |
| Forger's Kit | 15GP |
| Navigator's Tools | 15GP |
| Thieves' Tools | 15GP |
Artisan's Tools. These special Tools include Items needed to pursue a craft or trade, often used for Crafting Items. The Table above shows examples of the most common types of Tools, each providing Items tied to a single craft. Each Artisan Tool requires seperate Training to use. Each Artisan's Tool occupies 2 Container Slots.
Disguise Kit. This pouch of cosmetics, hair dye, and small props lets a Character create disguises that change an entity's physical appearance. Each Disguise Kit can occupy a Pouch Slot of the same Size Category or 1 Container Slot.
Forgery Kit. This small box contains a variety of papers and parchments, pens, inks, seals, sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Each Forgery Kit occupies 2 Container Slots.
Gaming Set. This Item encompasses a wide range of game peices, including dice and decks of cards. A few common examples appear on the Table above, but others Gaming Sets also exist. Each Gaming Set requires seperate Training to use. Each Gaming Set occupies 1 Container Slots.
Gatherer's Tools. These special Tools include Items needed to pursue a trade in the gathering of raw materials for sale or to use in Crafting Items. The Table above shows examples of the most common types of Tools, each providing Items tied to a single trade. Each Gatherer's Tool requires seperate Training to use. Each Gatherer's Tool occupies 2 Container Slots.
Herbalism Kit. This Kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Training with this Kit is required to create Antitoxins and Tinctures of Healing, without needing to be Trained in the use of Alchemist's Supplies. Each Herbalism Kit occupies 2 Container Slots.
Musical Instrument. Several of the mmost common Musical Instruments are shown on the Table above as examples of Instruments Characters may come across. Each Musical Instrument requires seperate Training to use. Each Musical Instrument occupies 2 Container Slots.
Navigator's Tools. This set of instruments is used for navigation, most often at sea. Training with these Tools allows a Character to locate themselves upon a map, plot a route, and follow navigational maps and charts. Each Navigator's Tools occupies 2 Container Slots.
Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Training with these Tools would allow a Character to try to disarm Traps or open locks. Each Theives' Tools occupies 1 Container Slot.
While Character's often have chosen a uich more unusual form of proffession, the rest of the world generally has not. Most people have a profession that gives them a reiable wage and allows them to afford a specific standard of living.
Depending on the world and nation one finds themselves in the same profession may grant different levels of pay. This will most likely not affect the Characters but is something for the GG to consider whilst making their world for the Characters to explore.
Since every society will operate differently this is a rough guide for the GG to consider for what costs such as food and drink, room and board, and minor day-to-day purchases will amount to, such as the maintenance of equipment (so long as the equipment is of a standard expected for that level of luxury). They cover a Character's accomodations, food and drink, and all other neccessities.
Each type of lifestyle listed below will also mention the general daily pay for labour someone working in that level would earn each Day alongside the cost for the above Items.
| Lifestyle Type | Earnings/Day | Price/Day |
|---|---|---|
| Survival | 3CP - 1SP | 3CP - 1SP |
| Basic | 2SP | 2SP |
| Modest | 5SP | 3SP |
| Comfortable | 1GP | 7SP |
| Wealthy | 25GP | 10GP |
| Luxurious | - | - |
A Character's lifestyle choice can have consequences. Maintaining a Wealthy Lifestyle might help them make contacts with the rich and powerful, though they run the risk of attracting unwanted attention. Whilst maintaining a more frugal lifestyle might help them avoid notice, but they are unlikely to make powerful connections.
Survival. A Character is spending just enough to be able to not starve and where the most exploited in society are found. They have shelter from the worst of the elements, often in the outskirts or most depreived areas of settlement, close to where they work; this could be residing in a leaky shed, a mud floored hovel just outside of town, or a shared room in a condemnable boarding house in the worst part of town. For food, they can only afford the cheapest food often with little variance bar that which they can scavenge or grow themself. There may be no form of law enforcment in the area bar any communally formed militia, except for when someone is specifically being sought out either for wrongdoing or as a scapegoat.
Basic. A Character is able to afford a simple lifestyle just past surviving, without the comforts available to wealthier folk, and is where most labourers and other working-class and lower-class folk may be found. They have simple lodgings; this could be a room in a workhouse, or in a common room above a tavern. For food and amenities they have simple food and clothing without much in the way of savings, often placing them at risk of unpredictable conditions based on continued work.
Modest. A Character is spending enough to be able afford to maintain their equipment and keep away from the outskirts and workhouses, and this is where skilled labourers, soldiers, their families, students, and the like are found. They have shelter often in older sections of settlements; this could be renting a room in a boarding house, inn, or similar institution. They can afford to not go hungry with a varied diet, often living in simple but well maintained and clean conditions.
Comfortable. A Character is spending enough to afford nicer clothing and equipments, easily being able to afford their maintenance, and where merchants, skilled tradespeople, and military officers can be found. They have nicer accomodation; this could be residing a small cottage in a middle-class area, or a private room in a fine inn.
Wealthy. A Character are living a life of luxury, though without necesarily achieving high social status related to old money or nobility, nor the new money of merchant lords, and where highly successful merchants, favoured servants of royalty, or successful owners of small buisnesses are found. They have respectable accomodation; this could be residing in spacious home in a well off part of town, or a comfortable suite in an expensive inn. A Character with this lifestyle may have a small staff of servants at their service.
Luxurious. A Character are living a life of plenty and comfort alongside the most powerful people in the community, and where the aristocracy, royalty, and the most successful merchants can be found. They have excellent accomodation; this could be residing in a townhouse in the nicest areas of the settlement, or a royal suite in an expensive château. They may dine in the finest restraunts, retain the most skilled and fashionable tailor, and have servants attending to their evey need. They may recieve invitations to social gatherings of the rich and pwoerful, surrounding themself with the company of politicians, artistocrats, senior reglious and merchantile figures, and other pwoerful folk. This lifestyle also comes with the risks of deciet and treachery, often with those living this lifestyle finding the wealthier they are, the greater the chance they will be drawn into games of political intrigue and scandal.
This lifestyle has no standard earnings or costs as they will be very much dependant on where the Character is located.
While the above is for people looking for long-term accomodation, or what conditions would be like for common people. An active adventuerer will have to deal with more chaotic prices.
Like in the Trade section above, the proces of meals and board will depend on supply and demand. The costs will go up when food hasn't been delivered in a while or when there is a festival causing most rooms to already be booked. But it may also go down when things are quiet, and the stores are full.
Also, some businesses may have different prices based on where they are in the settlement, their ususal client's wealth, and the services provided.
There may also be more costly options for local specials, like rarer drinks or foodstuffs, you can only get at that specific inn.
Here are some basic costs for GGs to look at and modify as they see fit.
| Item | Cost |
|---|---|
| Ale (Pitcher) | 2SP |
| Ale (Pint) | 4CP |
| Banquet (per Person) | 10GP |
| Bread/Loaf | 2CP |
| Breakfast, Basic | 4CP |
| Breakfast, Cooked | 5SP |
| Cheese (Portion) | 1SP |
| Meat (Cut) | 3SP |
| Wine, Common (Pitcher) | 2SP |
| Wine, Fine (Bottle) | 10GP |
| Lodging Standard | Cost/Day |
| Survival | 7CP |
| Basic | 1SP |
| Modest | 5SP |
| Comfortable | 1GP |
| Wealthy | 10GP |
| Luxurious | At Least 25GP |
Adventurers are not always found exploring abandoned ruins and lairs, whilst resting within settlements they may need to call upon the services available there. This could be hiring transport, calling upon an Eternalist for healing, or other services. Hirelings and other long-term services are covered in the Companions section if the Other Rules Chapter.
| Service | Pay |
|---|---|
| Coach Travel (Established Route) | 1CP/km |
| Coach Travel (Rarely-Travelled Route) | 3CP |
| Skilled Worker Service | 2GP/Day |
| Untrained Worker Service | 2SP/Day |
| Messenger | 2CP/km |
| Ship Passage (Established Route) | 1SP/km |
| Ship Passage (Rarely-Travelled Route) | 1GP/km |
Skilled workers include anyone hired to perform a service that involves training (such as in any tool or skill): an artisan, scribe, and so on. The pay shown above is a minimum; some expert workers will require more pay. Untrained workers are hired for menial work that requires no particular skills, and can include labourers, porters, and similar workers.
People who can cast spells don't fall into the category of ordinary services. It might be possible to find someone willing to cast a spell in exchange for coin or favours, but it is rarely easy and no established rates of pay exist. As a rule, the higher the Circle of the desired spell the harder it is to find an individual who can cast the spell and the more expensive the service will be.
Requesting someone to cast a relatively common spell of 1st or 2nd Circle, such as Cure Wounds or Identify, is easy enough in larger regional settlements, and might cost between 10GP and 100GP (plus the cost of any expensive Material Components).
Finding someone able and willing to cast higher Circle spells, may involve travelling to a large trade city, perhaps one with a university or prominent religious institution. Once found, the spellcaster may ask for a service from the Party instead of payment, especially considering the unique skills only found amongst adventurers, such as retrieving a rare Item from a dangerous location or traversing monster filled wilds to deliver an important parcel to a far of settlement.
This section will cover Armour, Weapons, and unique Tools that adventurers may uniquely find useful as part of their chosen profession.
As worlds, and the nations that make them up, may vary in technological level and cultures, Armour is broken down into some general tiers. The exact appearance, materials used, etc may vary and GGs may apply additional effects based on these factors. But listed in this section are generic rules to build off of as shown in the Armour Table below.
The Armour Table collects the most commonly available types of armour found in the game, and separates them into three categories Light Armour, Medium Armour, and Heavy Armour. Then also shown are Shields which many adventurers supplement their Armour with.
Anyone can put on a suit of Armour and strap a Shield to an arm, but only those Trained in the use of that Armour know how to wear it effectively. If a Character wears any Armour Pieces they have not been Trained in the use of, they have Disadvantage on any Trait Test that involves Physique, Agility, or Endurance, and they can't cast spells or manifest psionic powers.
If they are not Trained in the use of a Sheild, it confers no benefits to the wielder.
As noted in the Active Time Chapter, all Characters if they are not wearing any Armour Pieces has a HT equal to 10 + their Agility. Some spells, Class/Ancestry Features, and all Armour gives them different ways to calculate their HT, if they have multiple potential HT calculations they can choose which one to use.
With Armour a Set of Armour is made of 5 component Armour Pieces; the Torso, the Legs, the Heads, the Hands, and the Feet. The HT calculation is determined by the Torso Piece. The other Pieces then apply modififers to the Torso Armour Piece's HT calculation. If a Character does not wear the Torso Piece, the the HT Bonus from all other Armour Pieces is automatically reduced to 0.
The Armour Table shows for each kind of Armour their cost, HT calculation, HT modifiers, and Armour Properties.
Clanking. The construction of some pieces of armour makes them difficult to move quietly in. Whilst wearing any Armour Pieces with this Property, the wearer has Disadvantage on Stealth Skill Rolls and other Trait Tests to move quietly and undetected.
Comfortable. The armour has been specifically designed fir the comfort of the user. You can sleep whilst wearing any Armour Pieces with this Property without Penalties.
Faulty. This armor piece is somewhat damaged or issues occured during the forging process. When an entity makes a Damage Roll with a Weapon Attack or Unarmed Strike against you, whilst wearing this Armour Piece, they roll the Weapon's/Unarmed Strike's damage dice twice using the highest result.
If a Shield has this Armour Property, instead reduce the Shield Bonus to +1, unless it is a Light Shield whose Shield Bonus is reduced to +0. No matter the kind of Shield it also ignores any Magic Bonus to the wielder's HT the Shield would have.
If the Armour Piece/Shield has Faulty (X), this means once X has been reduced to 0 this Armour Property is removed from the Armour Piece.
Hardened (X, Y). The wearer of this Armour Piece has a Damage Reduction Y against Bludgeoning, Piercing, and Slashing damage, against the next X instances of these Damage Types (the Damage Reduction Y stacks if multiple worn Armour Pieces have this Armour Property). If the Armour Piece has a Magic Bonus, it instead applies that Damage Reduction to all Damage Types bar Entropic damage.
A Shield with this Armour Property, for the next X Attack Rolls made against the wielder, the wielder gains a Hardened Bonus to their HT equal to Y.
Heavy (X). The armour is heavier than other types requiring the user to have a reasonable amount of strength to wear without hinderance. If a Character wearing the Armour Piece with this Property does not have a Phsyique equal to or greater than X, then the following Penalties occur for the Duration of their time wearing the Armour Piece:
Reinforced. The armour has been reinforced or hardened. This Armour Property can be applied to any Armour Piece, though this modification costs 100GP for a Torso Piece and 25GP for any other Armour Piece.
If the Torso Piece is Reinforced, the Character treat magical Bludgeoning, Piercing, and Slashing damage as nonmagical.
The first time a Character wearing Armour Pieces with the Reinforced Property would take damage during an Encounter/Scene, they reduce the damage by an amount equal to the number of Armour Pieces worn with the Reinforced Armour Property (inlcuding the Torso Piece).
Ruined. The armour piece or shield is severely damaged. Any HT Bonus or Shield Bonus granted by the Armour Piece/Shield is reduced to +0. The Torso Armour Piece's HT calculation equals 11, and cannot add any Trait to the HT.
Sturdy. The can take a number of blows before the wearer feels it. For each Armour Piece worn with the Sturdy Property, the Character gains Bludgeoning, Piercing, and Slashing Reduction 1.
Well Crafted. This armour piece is well made and maintained. When an entity makes a Damage Roll with a Weapon Attack or Unarmed Strike against you, whilst wearing this Armour Piece, they roll the Weapon's/Unarmed Strike's damage dice twice using the lowest result.
If a Shield has this Armour Property, instead increase the Shield's Shield Bonus by 1.
If the Armour Piece/Shield has Well Crafted (X), each Attack Roll made aginst you whilst wielding the Shield, or each Damage Roll from against you from Weapon Attacks/Unarmed Strikes whilst wearing the Armour Piece reduces X by 1. Once X has been reduced to 0 this Armour Property is removed from the Weapon.
Most kinds of Armour are associated with an Armour Group. These are Quilted, usually Armour mad of fabric, leather, or both. Mail, made of interlocking rings of metal. Plate, made of rigid plates of mostly metal, but sometimes also horn, wood, or rarer materials. Composite, is the Armour Group that blends elements of two or more of the prior Groups for increased protection by trying to use the advantages of each Group to overcome the other's weaknesses.
These Groups have no in-built effects, however certain Features may refer to specific Armour Groups to apply specific bonuses.
Some Armour gains a Bonus for having all five Armour Pieces being of the same type, such as 5 Armour Pieces of Plate Armour.
Some magical Armour also grants additional effects when wearing a full Set of that kind of Magic Armour. Most Magic ARmour also is an enhanced kind of regular Armour bearing the enchantment, this means that the Magic Armour Piece counts both towards the base Armour Set Bonus for that kind of nonmagical Armour, and the Armour Set Bonus for the set of that Magic Armour.
Not all Armour Sets contain 5 Pieces of Armour. Some may have a Set Bonus for all Armour Pieces bar the Head Piece, or perhaps for having just the Hand and Feert Pieces. This does means it may be possible to benefits from multiple Armour Set Bonuses at once.
This is denoted on the Armour Table below by the following: H is the Head Slot, T is the Torso Slot, Ha is the Hand Slot, L is the Leg Slot, and F is the Foot Slot. So, H/T/Ha/L/F means that all 5 Slot Pieces are required to gain that Armour's Armour Set Bonus.
| Armour Type Name | Cost/Piece | HT (Torso Piece) | HT Bonus (Other Pieces) | Armour Properties | Armour Group | Armour Set |
|---|---|---|---|---|---|---|
| Light Armour | ||||||
| Padded | 1GP | 7 + Agility | +1 | Clanking, Comfortable | Quilted | H/T/Ha/L/F |
| Leather | 2GP | 7 + Agility | +1 | - | Quilted | H/T/Ha/L/F |
| Brigandine | 10GP | 8 + Agility | +1 | - | Quilted | H/T/Ha/L/F |
| Medium Armour | ||||||
| Hide | 2GP | 8 + Agility (Max 2) | +1 | - | Quilted | H/T/Ha/L/F |
| Chain Shirt | 10GP | 5 + Agility (Max 2) | - | Clanking | * | |
| Scale Mail | 10GP | 6 + Agility (Max 2) | +2 | Clanking | Composite | H/T/Ha/L/F |
| Breastplate | 80GP | 6 + Agility (Max 2) | - | Sturdy | Plate | * |
| Half Plate | 100GP | 7 + Agility (Max 2) | +2 | Clanking, Sturdy | Plate | H/T/Ha/L/F |
| Heavy Armour | ||||||
| Chainmail | 20GP | 8 | +2 | Clanking, Heavy (2) | H/T/Ha/L/F | |
| Splint | 50GP | 9 | +2 | Clanking, Heavy (3) | Composite | H/T/Ha/L/F |
| Plate | 150GP | 10 | +2 | Clanking, Heavy (3), Sturdy | Plate | H/T/Ha/L/F |
Made from supple and thin materials, Light Armour favours agile adventurers, since it offers some protection without hindering mobility. If a Character wears Light Armour, they can add their Agility as part of the HT calculation of the Torso Piece.
Padded. Padded Armour consists of quilted layers of cloth and batting.
Its Set Bonus is Concealable. A Character with this Set Bonus has Advantage on Trait Tests to conceal your Armour Pieces underneath or amongst your regular clothes.
Leather. The breastplate and shoulder protectors of this Armour are made of leather that has been stiffened by being boiled in oil. The rest of the Armour is made of softer and more flexible materials.
Its Set Bonus is Flexible. A Character with this Set Bonus has Advantage on Stealth Skill Rolls, and are treated as being one Size Category smaller when moving.
Brigandine. Made from tough but flexible leather, Brigandine is reinforced with small plates rivited to the fabric.
Its Set Bonus is Reliable. A Character with this Set Bonus when making an Agility Test to avoid or resist an effect, they may reroll the d20 result equal to or less than half their SB, but must use the new result.
Medium Armour offers greater protection than Light Armour, but it offers greater reduction to the wearer's mobility. If a Character wears Medium Armour, they can add their Agility, to a maximum of +2, as part of the HT calculation of the Torso Piece.
Hide. This Armour consists of layers of hardened animal scales or leather to form rudimentary scale Armour.
Its Set Bonus is Focused Defence (Piercing). A Character with this Set Bonus gains Piercing Reduction 5.
Chain Shirt. Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This Armour offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This Armour Piece does not have its own Set Bonus, but can be used in place of the Torso Piece for any other Mail Armour Group's Armour Set calculation.
Scale Mail. This Armour consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Its Set Bonus is Focused Defence (Bludgeoning). A Character with this Set Bonus gains Bludgeoning Reduction 5.
Breastplate. This Armour consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this Armour provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
This Armour Piece does not have its own Set Bonus, but can be used in place of the Torso Piece for any other Plate Armour Group's Armour Set calculation.
Half Plate. Half Plate consifsts of shaped metal pieces that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Its Set Bonus is Increased Manoeuvrability. A Character with this Set Bonus has the Torso Piece's HT calculation replace its Agility (Max.2) with Agility (Max. 3).
Of all the Armour categories, Heavy Armour offers the best protection. These suits of Armour ten to cover the entire body, and are designed to stop a wide range of attacks. Only trained fighters can manage their weight and bulk. If a Character wears Heavy Armour, they cannot add their Agility as part of the HT calculation of the Torso Piece, but also gain no penalties to their HT if their Agility is negative.
Chainmail. Made of interlocking metal rings, Chainmail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.
Its Set Bonus is Focused Defence (Slashing). A Character with this Set Bonus gains Slashing Reduction 5.
Splint. This Armour is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints.
Its Set Bonus is Hardened. A Character with this Set Bonus ignores the first Critical Hit against them each Encounter/Scene.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the Armour. Buckles and straps distribute the weight over the body.
Its Set Bonus is Sealed. This Armour Set is made to take hits not avoid them. A Character with this Set Bonus when making a Agility Test to resist or avoid an effect, may instead of using their Agility use their Endurance Trait.
A Shield is made from woof or metal, and is carried in one hand. A Shield offers a Shield Bonus to the wielder's HT, and a Character can only benefit from one Shield Bonus at a time. Wielding a Light Shield, such as a buckler or shields made of lighter and less reinforced wood, offers a +1 Shield Bonus. Wielding a Shield offers a +2 Shield Bonus.
| Shield Type Name | Cost | Shield Bonus |
|---|---|---|
| Light Shield | 5GP | +1 |
| Shield | 10GP | +2 |
If a Character is wielding a Shield they are Trained in the use of, they also gain the Raise Shield action.
The time it takes to don (put on) or doff (take off) a type of Armour Piece, or a Shield, is shown in the Donning & Doffing Armour Table below.
Don. This is the time it takes to put on the Armour Piece/Shield. If you have help donning the Armour Piece the time taken per Piece is halved. You benefit from each Piece's effects only if you take the full time needed to don it.
Doff. This is the time it takes to take off the Armour Piece/Shield. If you have help doffing the Armour Piece the time taken per Piece is halved.
| Armour Category | Don | Doff |
|---|---|---|
| Light Armour | 20 Seconds/Piece | 20 Seconds/Piece |
| Medium Armour | 1 Minute/Piece | 30 Seconds/Piece |
| Heavy Armour | 2 Minutes/Piece | 1 Minute/Piece |
| Shield | A Use Object Interaction | A Use Object Interaction |
This section contains generic rules for a spread of different kinds of Weapons an adventurer may encounter as shown in the Weapons Table below.
The Weapons Table shows the most common Weapons, their price, the damage they deal when they hit a Target (B stands for Bludgeoning, P stands for Piercing, and S stands for Slashing), any special Weapon Properties they possess, the Weapon Groups they belong to, their Weapon Focus Property, and any Weapon Actions they may have. Every Weapon is classified as either melee or ranged Weapons. A melee Weapon is used to attack a Target within the wielder's Reach, which normally would be within 1m of a Medium or smaller sized entity, whereas, a ranged Weapon is used to attack Targets at a distance.
Weapons are divided into two categories Simple Weapons and Martial Weapons. Most people can use Simple Weapons with a small amount of Training, these Weapons include Clubs, Maces, and other Weapons commonly found in the hands of the common folk. Martial Weapons, including Swords, Axes, and Polearms, require more specialised Training to use, often found in the hands of soldiers and other trained fighters.
Training with Weapons allows a Character to add their Skill Bonus to the Attack and Damage Rolls for any attack made with the Weapon, and allows them to add the associated Trait for the Weapon to its Damage Roll.
As Worlds and the nations that make up them may vary in technological level and cultures. The Weapons covered in the Weapon Table are given generic terms, their exact appearance, materials used in their construction, etc can vary.
Players and GGs should feel free to work together to make Weapons from their own cultures or of their own invention be included in the game. A simple way to do this is to choose a Weapon already listed in the Weapons Table and use that Weapon's stats, such as using the Longsword stats for a different Sword that can be used both one-handed and two-handed.
However, it could be the listed Weapons do not fit what was intended and agreed upon in discussions. In this case you could take the stats of the closest listed Weapon and change aspects of it like their Weapon Properties, Weapon Focus Property, and Weapon Actions, all to better reflect the Weapon the Players had in mind, or a brand new weapon could be created.
It is recommended that some Weapon Properties be freely added to better reflect the nature of the setting and cultures if requested, such as the Martial Arts Weapon Property.
Many Weapons have special properties related to their use as shown in the Weapons Table below.
Ammunition. A Character can use a Weapon with this Weapon Property to make a ranged Weapon Attack only if they have Ammunition to fire with the Weapon. Each time they attack with the Weapon, they expend a piece of Ammunition (see the Ammunition section below), drawing the Ammunition from a Quiver, Case, or other Container as part of the attack (the Character needs a free hand to load a one-handed Weapon).
If they use a Weapon that has this Weapon Property to make a melee Weapon Attack, they treat the Weapon as an Improvised Weapon (see the Improvised Weapon section below). A Sling must be loaded to deal any damage when used in this way.
Blast (X/Y). A Weapon that can be used to make a ranged area attack has a Blast shown in parentheses after the Ammunition or Thrown Property. Instead of making a ranged Attack Roll, each entity within an Xm Cone emanating from the Weapon must make an Agility (Acrobatics) Test, if there is a Y number, each entity beyond Xm within Ym must also make the Test with Advantage. The TG of the Test equals 8 + the wielder's Trait normally used for making a ranged Weapon Attack Roll + their SB.
On a failed Test, the entity is hit by the Weapon and takes damage as normal.
If they failed the Test by 5 or more, the entity takes an Overwhelming Blow.
If they failed the Test by 10 or more, the entity takes a Critical Hit.
Blunted. This Weapon has been blunted to make it safer to use for training purposes. This Weapon only deals non-lethal damage.
Disguised. This Weapon is disguised to look like another object. Investigation and Perception Skill Rolls are made at Disadvantage when attempting to discover this Weapon on the wielder's person. This effect is negated whilst the Weapon is drawn.
Erupting. This Weapon is made to maximise its damage potential against a foe. If an Attack Roll made with this Weapon would score an Overwhelming Blow, this Weapon adds 1d6 to its Damage Roll.
If an Attack Roll made with this Weapon would score a Critical Hit, this Weapon adds 1d10 to its Damage Roll.
Explosive (X). This Weapon is made to explode. Each entity within Xm of the Target must make an Agility (Acrobatics) Test, the original Target if hit by this Weapon's attack makes the Test with Disadvantage. The TG of the Test equals 8 + the wielder's Trait used for the Weapon's Attack Roll + their SB.
On a failed Test, the entity takes Fire damage equal to half the damage dealt by this Weapon + X.
If they failed the Test by 5 or more, the damage is doubled.
On a successful Test, they take half as much damage.
Faulty. This Weapon is somewhat damaged or issues occured during the forging process. When making a Damage Roll with this Weapon, you roll the Weapon's damage dice twice using the lowest result.
If the Weapon has Faulty (X), this means once X has been reduced to 0 this Weapon Property is removed from the Weapon.
Finesse. When making an attack with a Weapon with this Weapon Property, the wielder can use their choice of Physique or Agility for the Attack and Damage Rolls. The same Trait must be used for both rolls.
Flexible. This Weapon was built for a variety of uses. The wielder may when making a Damage Roll with a Weapon with this Weapon Property, can choose to use the Damage Type listed in the brackets of this Weapon Property instead of the Weapon's normal Damage Type.
Gauntlet. A Weapon with this Weapon Property increases the size of the wielder's Unarmed Strike damage die by one to a maximum of a d12. If the wielder does not have a damage die for their Unarmed Strikes it instead becomes a d4.
This Weapon also allows the wielder’s Unarmed Strikes to benefit from this Weapon’s abilities, Weapon Properties, and Weapon Focus, alongside any bonuses applied to or Targeting the Weapon.
The wielder must use the Damage Type of the Weapon, if one is listed, if their Unarmed Strike would normally deal Bludgeoning, Piercing, or Slashing damage, otherwise they may choose to use it instead.
Heavy (X). Some Weapons due to their weight requires the user to have a Physique equal to or greater than X.
If the wielder meet this requirement, then they gain a Heavy Bonus to this Weapon’s Damage Roll equal to X.
However, if they do not meet this requirement, then they have Disadvantage on Attack Rolls with that Weapon and do not add their Traits or Skill Bonus to Damage Rolls for that Weapon.
Hooked. Some Weapons are made to assist in fighting Mounted combatants. When a Weapon with this Weapon Property hits a Mounted Target, they must make an Agility (Acrobatics) Test to avoid being Knocked Off the Mount (see Mounted Combat rules). The TG of the Test equals 8 + the wielder's Trait used for the Attack Roll + their SB (minimum of 10).
Light. When a Character takes the Attack action, uses another action that makes a Weapon Attack for 2AP or more, or a reaction that makes a Weapon Attack, making the attack with a Weapon with this Weapon Property that they're holding in one hand, they can make an extra attack with a different Weapon with this Weapon Property that they're holding in the other hand as part of the same action, if it is a ranged Weapon, it must be Loaded.
The wielder does not add your Trait or Skill Bonus to the damage of the extra attack.
If either Weapon has the Thrown Weapon Property, they can throw the Weapon, instead of making a melee attack with it.
Loading. Because of the time required to load this Weapon, after the wielder has fired a piece of Ammunition with a Weapon with this Weapon Property, it requires 1AP or reducing the number of attacks they can make with the Attack action by one to reload the Weapon.
If the Weapon has Loading (X), this means that X number of pieces of Ammunition can be fired before they need to reload, however it costs 1AP per piece of Ammunition to fully reload the Weapon. If they do not fully reload the Weapon, temporarily treat it as Loading (Y), where Y is how many pieces of Ammunition they did load it with.
Loud. The weapon makes a loud noise when used. When making a Weapon Attack with this Weapon, the wielder if they are Hidden are immediatley revealed as a loud audible noise is made, and until the start of their next Turn, has Disadvantage on Stealth Skill Rolls and other Trait Tests to hide or remain undetected, and Perception Tests made to identify their position due to the attack are made at Advantage.
This Weapon also cannot beneift from the Silenced Weapon Property.
Martial Arts. This Weapon qualifies as a Martial Arts Weapon for the Martial Artist Cass.
Mounted-Design. This Weapon gains the Heavy (3) and Two-Handed Weapon Properties when not used whilst Mounted.
Musical Instrument. This Weapon also counts as a Musical Instrument, with the type of Muscial Instrument stated in the parentheses next to the Property, however the wielder must use the Use Object action to swap between Musical Instrument and Weapon modes. They need Training with the Musical Instrument separately to gain Item Bonuses with that mode.
Net. A Large or smaller entity hit by a Net is Restrained until they are freed. A Net has no effect on entities that are formless, or entities that are Huge or larger.
An entity can use an action (2AP) to make a TG 10 Physique (Athletics) Test, freeing themself or another entity within their Reach, Restrained by a Net, on a success.
The Net has a HT of 10, 5 HP, and is Immune to Bludgeoning, Poison, and Psychic damage. Reducing the Net to 0 HP also frees the entity without harming them, ending the effect, and destroying the Net.
The Long Range of this Weapon equals a number of metres equal to 3 + the wielder's Physique/Agility Trait (minimum of 3m).
Range. A Weapon that can be used to make a ranged Weapon Attack has a Range shown in parentheses after the Ammunition or Thrown Property. The Range lists two numbers. The first is the Weapon's Base Range in metres, and the second indicates the Weapon's Long Range. When attacking a Target beyond Base Range, the wielder has Disadvantage on the Attack Roll. They can't attack a Target beyond the Weapon's Long Range.
Reach. A Weapon with this Weapon Property, adds 1m to the wielder's Reach when they attack with it and increases their AoC by 1m while wielded.
Repeating (X). This Weapon is designed to fire multiple shots at once. The Weapon Attack requires X pieces of Ammunition to be Loaded into the Weapon and uses them as part of the attack. If the Attack Roll hits, the Target must make a Agility (Acrobatics) Test, this is made with Advantage if the Target is beyond the Weapon’s Base Range. The TG of the Test equals 8 + the wielder's Trait used for the Attack Roll + their SB.
On a successful Test, the attack deals the normal Damage Roll for the Weapon.
On a failed Test, the attack’s Damage Roll instead rolls the Weapon’s damage die a number of times equal to X.
Returning. The Weapon returns to the wielder when Thrown, returning to their grip if they have a free hand, unless they roll a 1 on the d20 for the Attack Roll.
Ruined. The Weapon is severely damaged. Damage Rolls with this Weapon do not roll the Weapons damage dice, instead for each die rolled it deals 1 damage. The Weapon also does not add the wielder's Trait to the Damage Roll.
Sharp (X, Y). For the next X Weapon Attacks made with this Weapon. The Weapon has a +Y Sharp Bonus to Attack and Damage Rolls.
Silenced. This weapon doesn’t make a sound. The Weapon when used to make a Ranged Attack whilst Hidden does not audibly reveal the wielder's position, Perception Tests made to identify their position due to the attack are made at Disadvantage.
Shield Blade. This weapon was made to work with a Shield. When wielding this Weapon and a Shield, the wielder's Shield increases its Shield Bonus by 1.
If they hit with one or more Weapon Attacks with this Weapon, during this Turn if they use the Raise Shield action they are treated as having spent an additional 2 AP on the action.
Silvered. The Weapon has been silvered without decreasing its effectiveness, allowing it to harm targets who are normally immune to mundane Weapons. This modification can be applied to any Weapon or 1 Unit of Ammunition for an additional 100GP.
A Weapon that has been silvered this way gains the Silvered Item Tag potentially dealing additional damage to supernatural threats and allowing the Weapon to ignore Resistances to non-magical Bludgeoning, Piercing, and Slashing damage, and reduce Immunities to such damage to purely Resistance.
Splitable. A Weapon with this Property is designed to be able to be split into two smaller Weapons and reconnected to form a larger Weapon. The Property will always state what the two smaller Weapons are, if a single Weapon is stated both Weapons are the same type, for example Splitable (Shortsword) or Splitable (Dagger | Longsword).
To split a Weapon costs an action (1AP) and requires both hands, and to recombine them requires the same action with both component Weapons being Wielded.
Thrown. If a Weapon has this Weapon Property, the wielder can throw the Weapon to make a ranged Weapon Attack, drawing the Weapon as part of the attack used to make the Attack Roll. If the Weapon is a melee Weapon, the wielder may use the same Trait for the ranged Attack and Damage Roll that they would use for a melee attack with the Weapon.
Two-Handed. This Weapon requires two hands when the wielder attacks with it.
Versatile. This Weapon can be used with one or two hands. The damage dice in the parentheses that appears with this Weapon Property, is the damage dice used instead of the Weapon's normal damage dice when the Weapon is used with two hands to make a melee Weapon Attack.
Well Crafted. This Weapon is well made and maintained. When making a Damage Roll with this Weapon, you roll the Weapon's damage dice twice using the highest result.
If the Weapon has Well Crafted (X), each Weapon Attack made with the Weapon reduces X by 1. Once X has been reduced to 0 this Weapon Property is removed from the Weapon.
All Weapons have one or more Weapon Group they are associated with. In the Core Rules these are Axe, Bow, Chain, Club, Crossbow, Dagger, Dart, Firearm, Fist, Hammer, Polearm, Scythe, Sword, Thrown, and Trident. These Groups have no in-built effects, however certain Features may refer to specific Weapon Groups to apply specific bonuses.
A Weapon Set is usually a combination of up to any two Weapons, Shields, or Spellcasting Foci, the user is Trained in the use of, provided by specific Features.
It only counts as one Use Item interaction to draw or sheathe all the Items in the Weapon Set simultaneously, or to draw one Item of the Set whilst sheathing another.
Some Class Features and other effects will grant access to a Weapon Focus Feature, representing a Character's spending your time and focus in the studies of a particular Weapon and its abilities. They may know the Weapon Focus' of multiple Weapons. however a Character can only focus on one kind of Weapon at any time, this chosen Weapon being known as their Active Weapon Focus. They can alter which Weapon is their Active Weapon Focus when they complete a Long Rest.
Listed next to each Weapon is the Weapon Focus Property assossiated with each Weapon. However, some Features may let you change the Focus Property of your Active Weapon Focus, you may select any other Weapon Focus that the Weapon meets the conditions of when this occurs.
Balanced. You can use the Versatile damage die even if using this Weapon one-handed. If you make an attack with a Weapon with this Focus but choose not to use the Versatile Damage Die, until the start of your next turn your HT increases by half your SB.
If you have the Multiattack Feature or can use multiple actions in a Turn that would cause damage with this Weapon, you cannot use the Versatile damage die for any attack made during the Turn with this Weapon for the HT bonus to apply.
On a Critical Hit with a Weapon with this Focus Property, you can make an additional attack for 0AP, but must use the non-Versatile Damage Die for that attack’s Damage Roll.
This Focus can only be applied to Weapons with the Versatile Weapon Property.
Brutal. When you roll the maximum value on a Weapon with this Focus Property's damage die, you can roll it again adding both results to the Damage Roll’s total. This additional roll cannot lead to another roll if it rolls the maximum result again.
On a Critical Hit with a Weapon with this Focus Property, you can roll the Weapon’s damage die two additional times if the result is the maximum value. These additional rolls can also generate one additional die each if they roll their maximum amount. Though the second set of additional die cannot generate more if they roll their maximum result. The results of all these dice rolls get added to the Damage Roll, though additional dice do not benefit from the normal Critical Hit effect.
This Focus can only be applied to Melee Weapons and Weapons from the Firearms Weapons Group.
Flash. If a Weapon with this Focus Property is used to make a second Weapon Attack (see Two-Weapon Fighting section of the Active Time Chapter), you can add your SB to the Weapon’s Damage Roll.
On a Critical Hit with a Weapon with this Focus Property, you can make a second attack with this second Weapon.
This Focus can only be granted to Weapons with the Light Weapon Property.
Force. Once per Turn, if you successfully hit a Target with an Attack Roll with a Weapon with this Focus Property, you may force the Target to make either an Agility or Endurance Test (Target’s choice), whose TG equals 8 + your SB + the Trait used for the attack. The Target has Advantage on the Trait Test if they are more than one Size Category larger than you.
On a failed Test, the Target is knocked Prone.
On a Critical Hit with a Weapon with this Focus Property, no Trait Test is required, the Target is automatically knocked Prone.
This Focus can only be applied to melee Weapons with the Heavy or Versatile Weapon Properties.
Persistent. For Weapons with this Focus Property, increase the number of times the Weapon’s damage die is rolled for each prior Turn that you have damaged the Target with this Weapon (maximum number of additional times it can be rolled is up to half your SB). This number is reset to 0 if you end you Turn without having hit the Target.
On a Critical Hit with a Weapon with this Focus Property, the maximum number of additional times the damage die can be rolled is up to your SB.
This focus can only be applied to Weapons that deal Piercing damage.
Puncture. If the Target recieves damage from a Weapon with this Focus Property, they gain one Degree of the Burned (Piercing) condition, as the wound keeps bleeding after the initial strike.
On a Critical Hit with a Weapon with this Focus Property, you can roll one additional Weapon damage die and the Target instead gains two Degrees of the Burned (Piercing) condition.
This focus can only be applied to ranged Weapons or melee Weapons that deal Piercing damage.
Push. After resolving damage for an attack using aa Weapon with this Focus Property, if the Target is one Size Category larger than you or smaller, you may force the Target to make either an Agility or Physique Test (Target’s choice), whose TG equals 8 + your SB + the Trait used for the attack.
On a failed Test, they are moved directly away from you a number of metres equal to your Physique.
On a Critical Hit with a Weapon with this Focus Property, Attack Rolls against the Target are made with Advantage until the start of your next Turn.
This Focus can only be applied to Weapons that deal Bludgeoning damage, or which have either the Two-Handed or Versatile Weapon Properties.
Rattle. A Target that has taken damage from a Weapon with this Focus Property, has Disadvantage on Trait Tests made as part of the first action they take on their Turn.
On a Critical Hit with a Weapon with this Focus Property, the Target also gains the Sap Physique 1 condition.
This Focus can only be applied to melee Weapons.
Slow. A Target that has taken damage from a Weapon with this Focus Property, gains one Degree of the Slowed condition until the start of your next Turn. Each Weapon with this Focus Property you are wielding can bestow this condition once per Turn.
On a Critical Hit with a Weapon with this Focus Property, the Target instead gains two Degrees of the Slowed condition, for its default Duration.
Should an entity gain 5 Degrees of the Slowed condition, whilst having Degrees from this Focus Property, instead of the entity gaining the Petrified condition, they instead gain the Restrained condition. This condition lasts for 1 Minute, with the affected entity at the end of each of their Turns being able to make a Physique Test, with a TG equal to the TG of the last effect to give them Degrees of the Slowed condition. Ending the condition on a success.
This Focus can be applied to any Weapon.
Sweep. Once per Turn, if you successfully hit a Target with an Attack Roll using a Weapon with this Focus Property, you may sweep the Weapon into another Target within this Weapon’s Range, making an Attack Roll against them as part of the initial attack.
If both attacks hit, roll for the damage only once, the initial Target takes the damage normally. The second Target takes half the damage dealt.
On a Critical Hit with a Weapon with this Focus Property, the second attack does not require an Attack Roll; it is an automatic hit, and the initial Target has Disadvantage on all Attack Rolls until the start of your next Turn.
This Focus can only be applied to melee Weapons dealing Slashing damage or with the Heavy Weapon Property.
While a Character is equipped with a Weapon they are Trained in the use of, they gain 2 additional actions, as shown in the Weapons Table below, that they can perform in combat. Each action may gain additional benefits if the Weapon used is benefiting from being your Active Weapon Focus with specific Focus Properties as listed in the action.
| Weapon Name | Cost | Damage | Weapon Properties | Weapon Group | Weapon Focus | Weapon Actions |
|---|---|---|---|---|---|---|
| Simple Melee Weapons | ||||||
| Clawed Gauntlet | 2GP | - S | Finesse, Gauntlet, Light, Martial Arts | Fist | Persistent | Brace, Savage Slice |
| Club | 1SP | 1d4 B | Light, Martial Arts | Club | Flash | Pommel Strike, Skullbreaker |
| Dagger | 2GP | 1d4 P | Finesse, Light, Martial Arts, Silenced, Thrown (Range 4/12 | Near/At Range) | Dagger | Flash | Lingering Wound, Pommel Strike |
| Gauntlet | 1GP | - B | Finesse, Gauntlet, Light, Martial Arts | Fist | Flash | Brace, Push the Opening |
| Greatclub | 2SP | 1d8 B | Martial Arts, Two-Handed | Club | Push | Ribcracker, Skullbreaker |
| Handaxe | 5GP | 1d6 S | Light, Martial Arts, Shield Blade, Thrown (Range 4/12 | Near/At Range) | Axe | Puncture | Leg Strike, Savage Slice |
| Javelin | 5SP | 1d6 P | Martial Arts, Thrown (Range 6/24 | Near/At Range) | Thrown | Slow | Leg Shot, Lingering Wound |
| Light Hammer | 2GP | 1d4 B | Light, Martial Arts, Thrown (Range 4/12 | Near/At Range) | Hammer | Flash | Pommel Strike, Skullbreaker |
| Mace | 5GP | 1d6 B | Martial Arts, Shield Blade | Club | Rattle | Pommel Strike, Skullbreaker |
| Punch Dagger | 2GP | - P | Finesse, Gauntlet, Light, Martial Arts | Fist | Puncture | Brace, Lingering Wound |
| Quarterstaff | 2SP | 1d6 B | Martial Arts, Versatile (1d8) | Polearm | Balanced | Legbreaker, Skullbreaker |
| Scythe | 1GP | 1d6 S | Finesse, Martial Arts, Versatile (1d8) | Polearm, Scythe | Balanced | Cleave, Leg Strike |
| Sickle | 1GP | 1d4 S | Light, Martial Arts | Scythe | Flash | Pommel Strike, Savage Slice |
| Spear | 1GP | 1d6 P | Martial Arts, Thrown (Range 4/12 | Near/At Range), Shield Blade, Versatile (1d8) | Polearm | Balanced | Brace, Push the Opening |
| Simple Ranged Weapons | ||||||
| Crossbow, Light | 25GP | 1d8 P | Ammunition (Range 12/50 | At Range/Far), Loading, Two-Handed | Crossbow | Slow | Brace, Lingering Wound |
| Dart | 5CP | 1d4 P | Finesse, Martial Arts, Silenced, Thrown (Range 2/8 | Near/At Range) | Dart, Thrown | Puncture | Brace, Run & Gun |
| Shortbow | 25GP | 1d6 P | Ammunition (Range 22/90 | At Range/Far), Finesse, Martial Arts, Silenced, Two-Handed | Bow | Puncture | Brace, Leg Shot |
| Sling | 1SP | 1d4 B | Ammunition (Range 25/100 | At Range/Far), Martial Arts | Thrown | Slow | Brace, Leg Shot |
| Martial Melee Weapons | ||||||
| Battleaxe | 10GP | 1d8 S | Versatile (1d10) | Axe | Balanced | Leg Strike, Savage Slice |
| Disc Blade | 25GP | 1d6 S | Finesse, Light, Martial Art, Returning, Thrown (Range 12/24 | At Range) | Thrown | Flash | Run & Gun, Savage Slice |
| Flail | 10GP | 1d8 B | Erupting, Shield Blade | Chain, Club | Rattle | Hand Strike, Skullbreaker |
| Glaive | 20GP | 1d10 S | Heavy (2), Martial Arts, Reach, Two-Handed | Polearm | Sweep | Brace, Savage Slice |
| Greataxe | 30GP | 1d12 S | Heavy (3), Two-Handed | Axe | Brutal | Cleave, Savage Slice |
| Greathammer | 30GP | 1d12 B | Heavy (3), Two-Handed | Hammer | Force | Cleave, Legbreaker |
| Greatsword | 50GP | 2d6 S | Heavy (2), Two-Handed | Sword | Sweep | Cleave, Savage Slice |
| Great-Trident | 50GP | 2d6 P | Heavy (2), Reach, Two-Handed | Polearm, Trident | Push | Brace, Push the Opening |
| Halberd | 20GP | 1d10 S | Flexible (P), Heavy (2), Hooked, Reach, Two-Handed | Polearm | Force | Cleave, Savage Slice |
| Knuckle Claws | 10GP | 3d4 P | Finesse, Gauntlet, Light, Martial Arts | Dagger, Fist | Flash | Feinting Flourish, Lingering Wound |
| Lance | 10GP | 1d12 P | Heavy (1), Mounted Design, Reach | Polearm | Push | Lingering Wound, Push the Opening |
| Longsword | 12GP | 1d8 S | Shield Blade, Versatile (1d10) | Sword | Balanced | Push the Opening, Savage Slice |
| Maul | 10GP | 2d6 B | Heavy (2), Two-Handed | Club | Force | Ribcracker, Skullbreaker |
| Meteor Hammer | 25GP | 1d8 B | Finesse, Martial Arts, Reach | Chain, Hammer | Rattle | Legbreaker, Ribcracker |
| Morningstar | 15GP | 1d8 P | Shield Blade | Club | Rattle | Ribcracker, Skullbreaker |
| Pike | 5GP | 1d10 P | Heavy (2), Reach, Two-Handed | Polearm | Puncture | Brace, Push the Opening |
| Rapier | 25GP | 1d8P | Finesse, Light, Martial Arts | Sword | Puncture | Feinting Flourish, Pommel Strike |
| Scimitar | 25GP | 1d6 S | Finesse, Light, Martial Arts | Sword | Flash | Feinting Flourish, Savage Slice |
| Shortsword | 10GP | 1d6 P | Finesse, Light, Martial Arts, Shield Blade | Sword | Flash | Feinting Flourish, Pommel Strike |
| Trident | 5GP | 1d8 P | Thrown (Range 4/12 | Near/At Range), Versatile (1d10) | Polearm, Trident | Force | Leg Strike, Push the Opening |
| War Pick | 5GP | 1d8 P | Flexible (B), Versatile (1d10) | Hammer | Puncture | Leg Strike, Lingering Wound |
| War Scythe | 20GP | 2d6 S | Finesse, Heavy (2), Reach, Two-Handed | Polearm, Scythe | Sweep | Cleave, Savage Slice |
| Warhammer | 15GP | 1d8 B | Versatile (1d10) | Hammer | Balanced | Hand Strike, Legbreaker |
| Whip | 2GP | 1d4 S | Finesse, Light, Reach | Chain | Slow | Hand Strike, Leg Strike |
| Martial Ranged Weapons | ||||||
| Blowgun | 10GP | 1 P | Ammunition (Range 15/60 | At Range/Far), Loading, Silenced | Dart | Puncture | Brace, Lingering Wound |
| Blunderbuss | 250GP | 1d8 P | Ammunition (Blast (6/12)), Erupting, Heavy (2), Loading, Loud, Two-Handed | Firearms | Brutal | Brace, Lingering Wound |
| Crossbow, Hand | 75GP | 1d6 P | Ammunition (Range 10/40 | At Range/Far), Light, Loading | Crossbow | Puncture | Brace, Run & Gun |
| Crossbow, Heavy | 50GP | 1d10 P | Ammunition (Range 20/80 | At Range/Far), Heavy (2), Loading, Two-Handed | Crossbow | Puncture | Brace, Lingering Wound |
| Crossbow, Repeating | 50GP | 1d8 P | Ammunition (Range 12/50 | At Range/Far), Loading (10), Repeating (2), Two-Handed | Crossbow | Puncture | Brace, Run & Gun |
| Dragon | 200GP | 1d6 P | Ammunition (Blast (2/6)), Erupting, Heavy (1), Light, Loading, Loud | Firearms | Rattle | Brace, Run & Gun |
| Longbow | 50GP | 1d8 P | Ammunition (Range 90/275 | Far), Finesse, Heavy (1), Two-Handed | Bow | Slow | Brace, Leg Shot |
| Lyrebow | 100GP | 1d8 P | Ammunition (Range 90/275 | Far), Finesse, Heavy (1), Musical Instrument (Lyre), Two-Handed | Bow | Slow | Brace, Leg Shot |
| Musket | 150GP | 1d12 P | Ammunition (Range 50/250 | Far), Erupting, Heavy (1), Loading, Loud, Two-Handed | Firearms | Brutal | Brace, Lingering Wound |
| Net | 1GP | - | Net, Thrown (Range 3/* | Near) | Thrown | Slow | Brace, Leg Shot |
| Pistol | 100GP | 1d10 P | Ammunition (Range 25/60 | At Range/Far), Erupting, Loading, Loud | Firearms | Rattle | Brace, Leg Shot |
| Revolver | 125GP | 1d8 P | Ammunition (Range 25/50 | At Range/Far), Light, Loading (6), Loud | Firearms | Puncture | Brace, Run & Gun |
Rather than tracking exact numbers of Ammunition, Characters may buy Units of Ammunition as shown in the Ammunition Table, each the price being per Unit of Ammunition which max out at 5 Units per person. When a Character would reload their Weapon, they roll a die based on the number of Units they brought; 1 Unit a d4, 2 Units a d6, 3 Units a d8, 4 Units a d10, and 5 Units and any additional Units a d12.
If the die roll is any result bar a 1 or a 2 they have more Ammunition to call upon. On the roll of a 1 or a 2 on the die, the size of the die is decreased by 1, unless the die was a d4 at which point the Character has run out of Ammunition. The current reloading of the Weapon occurs normally, but they need to acquire more Ammunition to reload again.
One Character may give another Character Units of Ammunition with both Characters modifying their Units carried based on the amount exchanged. Though again a Character can only carry five Units maximum.
| Ammunition (Per Unit) | Cost |
|---|---|
| Arrows | 5GP |
| Blowgun Needles | 2GP |
| Crossbow Bolts | 5GP |
| Firearm Cartridges | 10GP |
| Sling Bullets | 5CP |
A Unit of Firearm Cartridges occupies 1 Container Slot, Up to 2 Units of Sling Bullets occupies 1 Container Slot, Up to 3 Units of Blowgun Needles occupies 1 Container Slot.
When reloading a Weapon with the Loading X Weapon Property, you only roll to see if you have run out of ammo once you have finished reloading all the Ammunition for the Turn.
There are some especially rare Weapon types, often custom made for a specific user or found amongst one particular culture. Two listed here are the Double-Bladed Weapons and Gunblades.
| Weapon Name | Cost | Damage | Weapon Properties | Weapon Group | Weapon Focus | Weapon Actions |
|---|---|---|---|---|---|---|
| Double Bladed [Weapon Name] | SPECIAL | * | Finesse, Martial Arts, Versatile (2[Weapon’s Damage Die]) | Polearm, [Same as Weapon] | Balanced | [Same as Weapon]] |
| Gunblade [Melee] | 200GP | 1d8 S | Explosive (1), Finesse | Sword, Firearm | Rattle** | Pommel Strike, Push the Opening |
| Gunblade [Ranged] | ^ | 1d8 Fire | Ammunition (Range 5/15), Explosive (1), Loading (6) | ^ | Push** | Brace, Leg Shot |
* The damage dealt by a Doubled Bladed Weapon is 2dX dealing the same Damage Type as that of the original Weapon, where X is one die size less than that of the original Weapon.
**If you choose the Gunblade as your Active Weapon Focus, you gain access to both its Weapon Focus effects dependant on the kind of Weapon Attack you make with it.
A Double-Bladed Weapon is a pole with a blade at either end. Both ends must be the same Weapon and have the Light Weapon Property. This Martial Weapon’s cost is 100GP + the price of two of the Weapons being used for the blades.
When you take the Attack action and make an attack with the Double-Bladed Weapon, you can make an extra attack with the Weapon on the opposite side as part of the same action. You don't add your Trait to the damage of this extra attack.
A Gunblade is a Martial Weapon that comes in two varieties that vary in how they use their Ammunition. The first is the combining of a Firearm with a Melee Weapon. If the Firearm has the Two-Handed Weapon Property, it can only be fused with a Melee Weapon that also uses the Two-Handed Weapon Property. The Weapon is treated as both Weapons separately depending on if the Character is making a ranged or melee Weapon Attack. Combining two Weapons in this way equals 150 GP + the price of the two Weapons being used to make the Gunblade.
The second kind of Gunblade is one that still uses Ammunition, but when the trigger is pulled magical potential of the round is transferred to the blade allowing for an explosive effect that in some ways can mirror a Firearm round. This uses the Gunblade Stats provided below.
Sometimes a Character does not have their Weapons and has to attack with whatever is at hand. An Improvised Weapon includes any object they can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a wagon wheel.
Often, an Improvised Weapon is like an actual Weapon and can be treated as such. For example, a table leg is akin to a Club. At the GG's option, if the Character is Trained with a particular Weapon, they can use the similar object as if it were that Weapon and use their Skill Bonus for the Attack and Damage Rolls.
An object that bears no resemblance to a Weapon deals 1d4 damage (the GG assigns a Damage Type appropriate to the object). If the Character uses a ranged Weapon to make a melee attack or throws a melee Weapon that does not have the Thrown Weapon Property, it also deals 1d4 damage. An Improvised Thrown Weapon has a Base Range of 4m | Near and a Long Range of 12m | At Range.
This section concerns Items that an adventurer may need but may not be able to find at a general store. Some Items, especially those for gaining access to areas they shouldn't, may require access to less reputable vendors.
| Item | Cost |
|---|---|
| Ball Bearings (Bag of 100) | 1GP |
| Caltrops (Bag of 20) | 1GP |
| Crowbar | 2GP |
| Grappling Hook | 2GP |
| Sledgehammer | 2GP |
Ball Bearings. Up to 100 Ball Bearings occupies 1 Container Slot.
Use Item (Ball Bearings). This expends between 50 and 100 Ball Bearings, any less and there is no effect.
You can spill these tiny metal balls from their pouch to cover a level, square area that is 2m (Melee) on a side. An enity moving across the covered area must succeed on a TG 10 Agility Test or fall Prone. An entity moving through the area at half speed doesn't need to make the Test.
Caltrops. Up to 20 Caltrops occupies 1 Container Slot.
Use Item (Caltrops). This expends between 10 and 20 Caltrops, any less and there is no effect.
You can spread a bag of caltrops to cover a square area that is 1m (Melee) on a side. Any entity that enters the area must succeed on a TG 15 Agility Test. An entity moving through the area at half speed doesn't need to make the Test.
On a failed Test, the entity immediately stops moving as part of the current action, and take 1 Piercing damage. Until the entity has recovered 1HP or more, their Walking, Climbing, and Burrowing speed is reduced by 2m.
Crowbar. Each Crowbar occupies occupies a Side Slot.
Use Item (Crowbar). When used any Physique Test where the Crowbar's leverage can aid with are made with Advantage until the end of your next Turn.
Grappling Hook. Each Grappling Hook occupies occupies a Side Slot. A metallic hook attached to 15m of Rope.
Use Item (Grappling Hook). Choose a Target railing, a ledge, or another structure the hook can grip onto within 10m of you. Make a TG 13 Agility (Acrobatics) Test.
On a successful Test, the hook catches and is fixed within place, so long as the material maintains its strength against the weight of entities climbing it.
Sledgehammer. Each Sledgehammer occupies occupies a Side Slot. This two-handed, iron-headed hammer is good for smashing open treasure chests.
Use Item (Sledgehammer). You strike out at a Target object, structure, or vehicle. Make a Physique (Atheltics) Test with Advantage. If the TTV is 15 or more, unless it has a HT at which point your TTV must be equal to or greater than their HT, you deal 2d12 + double your Physique + double your SB Force damage to the struck Target.
The starting equipment a Character gets may includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase any pack for 15GP, which might be cheaper than buying the Items individually.
Burglar's Pack. Includes a Backpack, a bag of 1,000 Ball Bearings, 2m of string, a bell, 5 Candles, a Climber’s Kit, a Crowbar, a Lamp, Hooded, 2 Flasks of Oil, 10 Rations, and a Waterskin. The pack also has 15m of hempen Rope strapped to the side of it.
Diplomat's Pack. Includes a Chest, 2 Case, Map or Scroll, Clothes, Fine, a Bottle of Ink, an Ink Pen, a Lamp, 2 Flasks of Oil, 5 Sheets of Paper and Sealing Wax.
Dungeoneer's Pack. Includes a Backpack, a Climber's Kit, a Crowbar, 10 Torches, a Camping Kit, 10 Rations, and a Waterskin. The pack also has 15m of hempen Rope strapped to the side of it.
Entertainer's Pack. Includes a Backpack, a Bedroll, 2 Clothes, Costume, 5 Candles, 10 Rations, a Waterskin and a Disguise Kit.
Expert's Pack. Includes a Chest, a Book of lore, 2m of string, a bell, Clothes, Fine, a Bottle of Ink, an Ink Pen, a Lamp, Hooded, 2 Flasks of Oil, 10 Sheets of Paper and Sealing Wax.
Explorer's Pack. Includes a Backpack, a Bedroll, a Camping Kit, a Climber's Kit, 10 Torches, 20 Rations, and a Waterskin. The pack also has 15m of hempen Rope strapped to the side of it.
Fighter's Pack. Includes a Backpack, a Bedroll, a Blanket, a Camping Kit, a Lamp, 2 Flasks of Oil, a uniform (Clothes, Travelling), 10 Rations, and a Waterskin. The pack also has 15m of hempen Rope strapped to the side of it.
Mage's Pack. Includes a Backpack, a Book of lore, a Pot of Alchemical Ink, an Ink Pen, 3 Sheets of Magically Conductive Parchment, and a little bag of sand.
Priest's Pack. Includes a Backpack, a Blanket, 10 Candles, a Camping Kit, 2 blocks of Incense, a censer, vestments (Clothes, Fine), 4 Rations, and a Waterskin.
Scholar's Pack. Includes a Backpack, a Book of lore, a Bottle of Ink, an Ink Pen, 10 Sheets of Parchment, a little bag of sand, and a small knife.
When making a Character, the Player can roll once on the Trinkets Table to gain a trinket, a simple Item lightly touched by mystery, that could add a unique flair to a backstory or even become relevant to the plot within play. The GG might also use this Table.
| Results | |
|---|---|
| 1 | A rainbow feather |
| 2 | The statue of an eldritch idol, that changes the shadows cast upon it. You feel you dreams change when you sleep near it. |
| 3 | An old key |
| 4 | A flask that makes all liquid placed within taste sweet, replenishing a quarter of its total liquid each dawn |
| 5 | A cloth doll |
| 6 | A small fossil |
| 7 | A curled piece of looking grass, with a drop of dew eternally bound in the curl of the grass. |
| 8 | Half of a stone circle with the engraved emblem of an owl |
| 9 | Your family’s lucky fishing hook |
| 10 | A copper hand mirror, whose reflection always seems a little off |
| 11 | A torn piece from an old military banner |
| 12 | An untarnishable ring |
| 13 | A death mask |
| 14 | A bell that lets out a woman’s scream when rang |
| 15 | A unique musical instrument |
| 16 | A meteorite fragment |
| 17 | A floating quill |
| 18 | The mummified hand of a Demi-Eternal |
| 19 | A strange egg |
| 20 | An urn containing the ashes of a local hero or legend |
| 21 | A pot of iridescent ink |
| 22 | A set of pots of neon paint |
| 23 | A necklace of unknown design |
| 24 | A murder weapon found in the mud |
| 25 | A strange arrowhead you found |
| 26 | A palm sized reptilian scale |
| 27 | A silver needle found in the bottom of a lake, after spending 5 nights beneath a full moon |
| 28 | The journal of an explorer |
| 29 | A glass orb that when placed under the light of the moon, displays the weather of the following day |
| 30 | Three seeds from an unknown plant |
| 31 | A whistle made of bone |
| 32 | A letter from a distant or old relative, granting you some far away land as part of a will |
| 33 | A letter addressed to you from a stranger you have never met or heard of |
| 34 | A rock that constantly emits warming heat |
| 35 | A book whose story changes and expands every time you read it |
| 36 | A cloak whose inside is covered in small pockets |
| 37 | A Tarot card |
| 38 | A glass vial filled with an unknown fluid |
| 39 | An ancient text written in a long-forgotten tongue |
| 40 | A ring containing a preserved teardrop |
| 41 | An uncommon wide brimmed hat |
| 42 | A green glowing but blackened bird mask |
| 43 | A handkerchief with a stitched in emblem of a noble house you do not recognize |
| 44 | A set of bone pipes |
| 45 | A piece of crystal that faintly glows when exposed to other Realms |
| 46 | A compass that never points north |
| 47 | A brass knocker from a door |
| 48 | A waterproof notebook |
| 49 | A shard of an ornate mosaic |
| 50 | A wooden animal token |
| 51 | A torn piece from a tapestry |
| 52 | The tooth or claw of an unknown entity |
| 53 | A rock that radiates light like that of an aurora |
| 54 | An odd sock that is not yours, but you found in your washing |
| 55 | An invitation to a party in the future but you do not know the sender |
| 56 | A pouch containing five knuckle bones of an unknown entity, covered in runes for fortune telling |
| 57 | The shards or hilt of a broken weapon |
| 58 | A book filled with prints of unknown plants |
| 59 | The diary of a former pirate |
| 60 | A tiny mechanical creation in the form of an animal |
| 61 | A golden coin that radiates cold, covered in frost |
| 62 | A fan that when unfolded looks like a dragon’s wing |
| 63 | A pouch of stardust |
| 64 | A leather ring full of an assortment of random items like, stones, keys, and what you think is a finger |
| 65 | A glass skull |
| 66 | An earing with a gem containing trapped light from the Realms of the Heavens |
| 67 | A jar of ectoplasm |
| 68 | An old military medal covered in blood |
| 69 | An old wooden puppet inhabited by a spirit |
| 70 | A small glass jar containing a strange eyeball |
| 71 | A Petrified family pet |
| 72 | A violin that will play music without a user |
| 73 | A single seed of a crystal flower |
| 74 | A necklace that always blows a cooling breeze at your face |
| 75 | A pair of shoes or boots that never get dirty |
| 76 | The undamaged and unsundered mask of a Masked Evil |
| 77 | The small, crumpled sketches of an unknown entity |
| 78 | An Adder Stone found from a river or waterfall of spiritual significance |
| 79 | A bag containing 1000 perfectly identical teeth of an unknown humanoid |
| 80 | A music box that never plays a song even though the figures inside still dance |
| 81 | Seven pouches on a bandolier, each containing a silver bell. Each bell is a different size and lets out a different note. |
| 82 | An old worn map with some crosses marking specific points |
| 83 | An elaborate scabbard that matches with no weapon you have ever encountered |
| 84 | A vial on unknown blood |
| 85 | A metallic disc covered in engravings you do not understand |
| 86 | A spider’s web that formed an image looking like your lost love |
| 87 | A rock that is always covered in a layer of water |
| 88 | A flower from the Realm of Dreams |
| 89 | Parchment containing what appear to be unusual designs, but you have been unable to decipher the script |
| 90 | An orb filled with never-ending lightning |
| 91 | A sealed box decorated with horrific images of the evils of the many ancestries of the world |
| 92 | A metallic rod that wards off lightning |
| 93 | A feather that has a foreign night sky cast across its length |
| 94 | A unique holy symbol to an unknown Eternal |
| 95 | A golden orb, covered with etchings, buttons, and rotating parts |
| 96 | The skull of an entity of the Nightmare |
| 97 | A nightcap that, when worn, gives you pleasant dreams. |
| 98 | A pair of moonstone dowsing rods |
| 99 | A stone that sings an ethereal song when placed underwater |
| 100 | Roll twice on the table getting a trinket with traits of both trinkets |