Equipment

COINS (C): By default, every item and service listed in this manual uses a generic measure of coins to set prices. If they wish, the group can invent their own financial system, with different types of coins, minting, and values of their own based on the values presented here.

LOAD CAPACITY: A character can carry 6 + Physique inventory slots without suffering a load penalty . Most items take up a single slot, but larger or heavier items may take up more. Finally, every 100 coins also takes up one inventory slot.

LOAD PENALTY: If a character is carrying items beyond their load capacity , they become burdened .

Cost of Living

To give you a reference for the relative value of money, here is a table with the estimated cost of living, in coins per day, for individuals of different social classes.

Beggar1c
Poor5c
Humble10c
Well-off20c
Rich50c
Noble100+c

Use the table below to easily calculate the cost in coins for any item that individually costs 5 coins, such as days of modest lodging, travel rations , torches , or oil flasks .

DAYS/UNITS1 PC2 PC3 PC4 PC5 PC6 PC
151015202530
2102030405060
3153045607590
420406080100120
5255075100125150
6306090120150180
73570105140175210
84080120160200240
94590135180225270
1050100150200250300
1155110165220275330
1260120180240300360
1365130195260325390
1470140210280350420
1575150225300375450

Weapons

When acquiring a weapon, choose a compatible type and category from the list below, forming a specific combination of traits and damage. When not specified, a weapon has 5 ft of reach.

Weapon Types

UNARMED: +1 on the damage ladder for each point of Stamina spent.

KNIFE/DAGGER (S): +1 on the damage ladder for sneak attacks . (30c)

SWORD (S, M, L): Can use Fight with Swords to defend against melee physical attacks. (120c)

AXE (S, M, L): +2 on the damage ladder . (90c)

MACE/HAMMER (S, M, L): Ignores Protection . (120c)

FLAIL (M): +2 on the damage ladder and ignores Protection , but has a negative chance to attack. (160c)

SPEAR (M, L): Can only attack targets 10 feet away, but can make an attack outside of initiative if the target comes within that distance. (60c)

QUARTERSTAFF (M): –1 on the damage ladder and requires two hands, but can use Fight with Quarterstaff to defend against melee physical attacks, and enemies have a negative chance to attack.

BOW (S, M): Can attack targets up to 120 feet away. Requires two hands. (90c)

CROSSBOW (L): Can attack targets up to 120 feet away and has a positive chance to attack, but requires a major action to reload. (240c)

SLING (S): Can attack targets up to 30 feet away, but has a negative chance to attack. (15c)

Weapon Categories

UNARMED: Deals 1d2 damage.

SMALL (S): Deals 1d4 damage. Has a positive chance to attack. (+0c)

MEDIUM (M): Deals 1d8 damage. Adds Physique to attack damage if wielded with two hands. (+30c)

LARGE (L): Deals 1d12 damage. Adds Physique to melee attack damage. Requires two hands. Takes up 2 slots. (+60c)

Armor and Shield

GAMBESON: Grants +2 Protection . (120c)

LEATHER JERKIN: Grants +2 Protection . Can be worn over a gambeson . (150c)

CHAINMAIL: Grants +4 Protection . Can be worn over a gambeson . (1,200c)

BRIGANDINE: Grants +4 Protection . Requires a gambeson and can be worn over chainmail . (800c)

PLATE CUIRASS: Grants +6 Protection . Requires a gambeson and can be worn over chainmail . Takes up 2 slots. (1,500c)

HELMET: Grants +2 Protection . (500c)

ARM GUARDS: Grant +1 Protection . Must be worn together with a brigandine or plate cuirass . (300c)

LEG GUARDS: Grant +3 Protection . Must be worn together with a brigandine or plate cuirass . Take up 2 slots. (700c)

ROBE: Allows you to carry up to 3 small objects without taking up inventory slots. Cannot be worn in combination with other pieces of armor. (150c)

SHIELD: Allows the character to use the Shield skill to avoid melee or ranged attacks. In addition, it grants half cover to the character. Takes up 2 slots. (120c)

General Items

ALCHEMY KIT: A set of fragile alchemy instruments such as a pestle, mortar, and alembic for producing simple concoctions. (400c)

ARROWS OR BOLTS: A quiver with 20 arrows or crossbow bolts. (20c)

ARTISAN'S TOOLS: A set of tools for repairing and crafting simple items. (150c)

BACKPACK: Sturdy fabric container with straps to carry on your back. Increases load capacity by 6 slots. (30c)

BEAR TRAP: Steel mechanism with jaws for catching prey. Deals 1d4 direct damage . Takes up 2 slots. (100c)

BEDROLL: Padded wrap for sleeping in the open. Takes up 2 slots. (60c)

BELT POUCH: Small leather pouch for easy access to an item that takes up 1 inventory slot. (5c)

BURLAP SACK: Sack for storing the equivalent of 3 inventory slots of grain or other goods. (15c)

CALTROPS: Small iron spikes designed to pierce boots and hooves. (20c)

CANDLE: Lights a 10-foot radius, burns for 2 hours, weak and unstable flame. Up to 5 units take up 1 slot. (5c)

CHAIN: Iron chain 10 feet long. (60c)

CHALK: Small stick used to write or mark surfaces. Up to 5 units take up 1 slot. (5c)

CHEST: Large, lockable box for storing the equivalent of 10 inventory slots. Cannot be carried in a character's inventory. (90c)

COMPASS: Navigation instrument that points north. (250c)

CROWBAR: Metal lever used to force open doors and boxes. (20c)

FLINT AND STEEL: A set of stone and steel for lighting fires. (15c)

GRAPPLING HOOK: Metal hook used for climbing and rescues. (30c)

GRIMOIRE: Book used by mages to register up to 6 spells . Takes up 2 slots. (250c)

HOLY SYMBOL: Accessory depicting a symbol that represents a deity. Essential for the devout of a deity. (200c)

LADDER: Portable structure used to climb to elevated places. Takes up 3 slots. (30c)

LANTERN: Lights a 30-foot cone, lasts 3 hours on oil, steady directional light. (90c)

MANACLES: Sturdy lock for restraining a prisoner's wrists. (50c)

MIRROR: Polished surface that reflects images with some clarity. (90c)

NET: Woven mesh used for capture. (60c)

OIL: Flask of flammable liquid used to refill lanterns and oil lamps or to prepare traps. (5c)

OIL LAMP: Lights a 20-foot radius, lasts 3 hours on oil, flickering light. (60c)

PADLOCK: Metal device used to lock doors and chests. (150c)

PARCHMENT: Roll of paper or leather used for records. Up to 5 units take up 1 slot. (40c)

PITONS: Metal pins used for anchoring during climbs. (20c)

PROBING POLE: A 10-foot pole used to probe terrain and traps. (10c)

QUILL AND INK: Basic tools for writing and calligraphy. Used to register spells in grimoires . (100c)

ROPE: Hemp rope 50 feet long. Takes up 2 slots. (20c)

SHOVEL/PICKAXE: Tool for digging soil or breaking rock. (30c)

SIMPLE TOOL: Hammer, pliers, or handsaw for manual work. (30c)

TENT: Portable fabric shelter for two people, weather-resistant. Takes up 3 slots. (100c)

THIEVES' TOOLS: A set of picks and tools for opening locks. (120c)

TINDERBOX: Small container with materials to make lighting a fire easier. (30c)

TORCH: Lights 20 feet, burns for 1 hour, requires fire to light. (5c)

TRAVEL RATION: Dry, durable food for long journeys. Up to 2 units take up 1 slot. (5c)

WATERSKIN: Leather container for storing liquids. Takes up no slot when empty. (15c)

WHISTLE: Small sound instrument used for signals and alerts. (15c)

WINTER BLANKET: Thick blanket for protection against intense cold. (20c)

Healing and Recovery

ANTIDOTE FOR [POISON]: Neutralizes a specific type of poison of up to 3 potency when ingested in time. (100c)

BANDAGES: Strips of cloth used to cover wounds . Used to treat moderate and severe wounds that involve cuts or punctures. (10c)

HERBAL SALVE: Medicinal paste to relieve pain and speed healing. Grants a positive chance on the check to recover a wound that has spent a day covered with it. (50c)

SPLINT: Rigid support used to immobilize broken bones. Used to treat moderate and severe wounds that involve fractures. (5c)

SURGERY KIT: A set of tools to treat severe wounds . Grants a positive chance on Treat Wounds checks . (300c)

Poisons

BELLADONNA EXTRACT: A dark paste or tincture made from berries and leaves that is ingested or applied to the skin and causes fever, delirium, and confusion. hallucinogen poison. (35c/potency)

CANTHARIDES: A powder made from dried beetles in tincture that can be ingested and causes intense burning and pain. caustic poison. (50c/potency)

DISTILLED ACONITE: A bitter liquid distilled from the root that acts through a weapon or wound and causes numbness, vomiting, arrhythmia, and rapid collapse. neurotoxic poison. (80c/potency)

HEMLOCK: A concentrated green infusion mixed into food or drink that causes weakness, tremors, paralysis, and respiratory failure. neurotoxic poison. (25c/potency)

HENBANE: A powder or paste of dried seeds taken in tea or inhaled that brings drowsiness, hallucinations, lapses, and prolonged blackouts. hallucinogen poison. (20c/potency)

"SWEET" ARSENIC: A nearly tasteless white powder mixed into food that causes pain, vomiting, diarrhea, weakness, and a slow death. delayed poison. (60c/potency)

VIPER VENOM: A viscous liquid extracted from vipers that must be inoculated through a wound and causes pain, swelling, hemorrhage, and shock. inoculant poison. (25c/potency)

Musical Instruments

A character can take a create opportunity action with Perform (Play and Sing) to play a piece of music that forces a feeling upon another character according to the musical instrument used.

FLUTE: Hollow tube of wood or metal that produces soft notes. Can force feelings such as calm, serenity, and hope. Ideal for soothing children, easing tensions, or relieving fear in a group. (100c)

DRUM: Rhythmic percussion of skin stretched over a frame. Can force feelings such as courage, determination, or fighting spirit. Excellent for inspiring before a confrontation or raising morale after defeats. (100c)

LUTE: String instrument with a rounded body and melodious sound. Can force feelings such as fascination, longing, or admiration. Useful for disarming hostility in social encounters or setting a mood favorable to negotiations. (400c)

FIDDLE: Small, rustic violin with a vibrant, piercing sound. Can force feelings such as nervousness, doubt, or apprehension. Good for unsettling opponents or creating hesitation. (400c)

HURDY-GURDY: Strings played by a turning wheel, producing continuous sounds. Can force feelings such as unease, reverence, or a faint irrational fear. Useful for impressing superstitious people or discouraging approach. (600c)

LYRE: Small frame of pluckable strings with an ethereal, majestic sound. Can force feelings such as admiration, confidence, or inspiration. Ideal for calming tempers, promoting unity, or strengthening group bonds. (600c)

Food and Lodging

DRINK: Mug of common-quality beer, mead, or wine to slake your thirst. (1c)

MODEST MEAL: Simple plate of stale bread, smelly cheese, and a thin stew. (2c)

HEARTY MEAL: Filling meal with meat, vegetables, and simple seasonings. (5c)

BANQUET: Great banquet with multiple dishes and drinks for several people. (100c)

MODEST LODGING: Simple bed in a shared dormitory. (5c/day)

COMFORTABLE LODGING: Furnished private room with a decent bed. (15c/day)

LUXURIOUS LODGING: Spacious suite with noble service and comfort. (45c/day)

Transport

DONKEY: Carries the equivalent of 20 inventory slots, travels 6 miles per shift at a steady pace. (300c)

HORSE: Carries the equivalent of 20 inventory slots, covers up to 9 miles per shift on flat terrain. (1,500c)

WARHORSE: Carries the equivalent of 20 inventory slots, covers up to 9 miles per shift on flat terrain. In addition, a rider mounted on a warhorse has a positive chance to avoid falling should they or the animal take damage in combat. (3,000c)

CART: Transports the equivalent of 100 inventory slots, advances 6 miles per shift with animal traction. (300c)

WAGON: Holds the equivalent of 200 inventory slots, covers 6 miles per day with animal traction. (450c)

CARRIAGE: Carries 4 passengers and the equivalent of 50 inventory slots, covers 9 miles per shift with animal traction. (3,000c)

SKIFF: Small boat, carries the equivalent of 100 inventory slots, sails 12 miles per shift by oar in the direction of the current and half that otherwise. (500c)

SCHOONER: Fast ship, carries the equivalent of 1,000 inventory slots, travels 72 miles/day under sail. (12,000c)

GALLEY: Large sailing vessel, carries the equivalent of 5,000 inventory slots, makes 72 miles/day. (40,000c)

GALLEON: Colossal ship with multiple sails, holds the equivalent of 20,000 inventory slots, covers 60 miles/day. (150,000c)

Dwellings

The rent for a dwelling for one month is 1% of its total value.

HOVEL: Simple construction of wood or stone, common among peasants. (500c)

HOUSE: Urban or rural residence of medium size for a family. (2,000c)

MANOR HOUSE: Large urban house, spacious and well built. (20,000c)

MANSION: Luxurious residence, with vast halls and gardens. (200,000c)

TOWER: Tall defensive structure, used as a dwelling or lookout. (20,000c)

FORT: Modest fortification with walls and noble quarters. (200,000c)

CASTLE: Great fortress with walls, towers, and majestic halls. (2,000,000c)

Services

HIRELING: Common worker hired for simple tasks such as hauling loads, cooking, or tending animals. (5c/day)

MERCENARY: Combatant hired to accompany the group and fight on its behalf. (15c/day)

ARTISAN: Professional trained in Create [Item] , capable of making, repairing, or improving equipment. (30c/day)

SPECIALIST: Person skilled in a specific skill, except Academics and Occultism , hired to help with complex tasks. (10c/skill level)

SAGE: Knowledgeable in scholarly, occult, or arcane matters, trained in Academics or Occultism . Can conduct research, interpret maps or spells, and decipher ancient texts. (20c/skill level)