-
Notifications
You must be signed in to change notification settings - Fork 2
9Equipment
- Prices are in SP (silver pennies.)
- Payments for properties like ships, real estate, and so on usually take the form of trade goods, favors, or oaths of fealty rather than coins.
- Bundle-able items can fit 3 instances of the item in one Inventory Slot.
Item | SP | Note |
---|---|---|
Air Bladder | 5 | |
Bear Trap | 20 | |
Backpack | 10 | |
Bedroll | 10 | |
Bell, small | 20 | |
Bellows | 10 | |
Black Grease | 1 | |
Block and Tackle | 30 | |
Book (Blank) | 300 | |
Book (Reading) | 600 | |
Bottle/Vial (8 oz), bag of 3 | 1 | |
Brush | 5 | |
Bucket | 5 | |
Caltrops (bag) | 10 | |
Case, Leather for Scroll/Map | 50 | |
Case, Leather, Waterproofed, for Scroll/Map | 70 | |
Playing cards | 3 | |
Chain (10 ft) | 40 | |
Chalk, bag of 10 | 1 | |
Chisel | 5 | |
Compass | 30 | |
Cookpots | 10 | |
Cowbell | 2 | |
Crowbar | 10 | |
Drill | 10 | |
Face Paint/Makeup | 10 | |
Fishing Rod/Tackle | 10 | |
Glass Marbles (bag) | 5 | |
Glue (bottle) | 1 | |
Grappling Hook | 10 | |
Hammer | 10 | |
Horn | 10 | |
Hourglass | 300 | |
Incense (packet) | 10 | |
Ladder (10') | 10 | Bulky |
Ladder, Folding (10') | 50 | |
Large Sponge | 5 | |
Lasso | ||
Lens | 100 | |
Manacles | 10 | |
Metal File | 5 | |
Mirror (small, silver) | 200 | |
Musical Instrument | 200 | |
Nails, bag of 12 | 5 | |
Net | 10 | |
Oilskin Bag | 5 | |
Oilskin Trousers | 10 | |
Padlock and Key | 20 | |
Perfume | 50 | |
Pick | 10 | |
Pole (10') | - | Bulky |
Pole (10'), Collapsible | 250 | |
Quill and Ink | 1 | |
Rope, Hemp (50') | 10 | Bulky |
Rope, Silk (50') | 250 | |
Sack | 1 | |
Saw | 10 | |
Shovel | 10 | |
Soap | 1 | |
Spike (iron) | 5 | |
Spiked boots | 5 | |
Spyglass | 1000 | |
Tar (Pot) | 10 | |
Tent (3 man) | 100 | |
Tent (personal) | 50 | |
Thief's tools | 200 | |
Tongs | 10 | |
Trowel | 10 | |
Twine (300') | 5 | |
Waterskin | 5 | First one uses 0 slots. Also, 0 Slots when empty |
Whip, 3', 1 DMG | 10 | |
Whistle | 5 | |
Whistle, Bird | 20 |
A spade can dig a six cubic foot hole in an hour.
Fake Jewels | 50 |
---|---|
Playing cards with an extra ace | 5 |
Specialist's Tools | 100 |
Set of Loaded Dice | 5 |
Specialist Kits (alchemist’s kits, doctor’s bags, thief's tools and engineer’s kits) contain many small items, tracked by points (all kits start with 5 points.)
-
When searching for a specific item, it will be found if it is fairly commonplace and relevant to the specialty.
-
Each item use spends one point. Points may be replenished for 10SP each in a civilized area.
-
Rarer, valuable or less likely items (does an alchemist have quicksilver or is a doctor carrying poison?) require an INT check and GM approval.
A scholar’s kit will have writing materials, chalk, charcoal for rubbings and a magnifying glass. A doctor’s bag will contain scalpels, sedatives, sutures, scissors and bandages.
An Engineer’s oilcan would have enough oil to grease the hinges on an endless number of doors, but not enough oil to cover more than a 10’ x 10’ area with.
Item | Cost | |
---|---|---|
Candle | 1 | 3 per slot |
Lantern | 30 | 1 per slot |
Lamp Oil | 5 | 1 per slot |
Tinderbox | 10 | 1 per slot |
Torch | 1 | 3 per slot |
A Light Source depletes according to Encounter Die rolls and illuminates an area.
Candle: 20' dim light. May be worn on a hat brim.
Lantern: 40' bright light. 1D3 fire damage if thrown. 1D6 damage on the second round. An oil flask refills a lantern and requires 1 slot.
Oil is stored in the lantern. It may be thrown to start a fire. If it's worn instead of held, critical defense failures will light the wearer on fire.
Some lanterns have shutters to quickly close them, filters or screens to dim them or a directional lens to focus them in one direction (a bulls-eye lantern.)
Tinderbox requires 1D3 rounds to ignite a light source.
Torch: 30’ bright light. 4 per one slot. 1D3 fire damage if used as a weapon.
Unless stated otherwise, characters set lanterns and torches down when starting a fight.
Fire bomb: 40’ bright light for two rounds. Improvised firebombs do 1D6 damage the first round and 1D6 damage the second, effecting up to two targets each.
Poor | 10 |
---|---|
Standard | 50 |
Noble | 3000 |
Furs | 5000 |
Winter | 100 |
Travel rations (1 day) | 5 |
---|---|
Animal Feed (1 day) | 2 |
Bacon, side of | 10 |
Bread, 1 loaf | 1 |
Cheese, 1 lb | 2 |
Cider, 4 gallons | 1 |
Cod, whole | 20 |
Eggs, 24 | 1 |
Flour, 5 lbs | 1 |
Fruit, 1 lb | 1 |
Garlic, bunch | 1 |
Grain, 1 bushel (8 gal.) | 4 |
Herbs, 1 bunch | 1 |
Lard, 5 lbs | 1 |
Onions, 1 bushel | 8 |
Salt, 1 bushel | 3 |
Spices, 1 lb | 100 |
Sugar, 1 lb | 12 |
Wine/ale, bottle | 1 |
Chicken | 1 |
---|---|
Cow | 100 |
Dog, hunting | 50 |
Dog, small | 20 |
Donkey/Pack Horse | 300 |
Goat | 10 |
Hawk | 1000 |
Horse, riding | 1000 |
Horse, war | 10,000 |
Ox | 300 |
Pig | 30 |
Sheep | 15 |
Bed, per night | 1 |
---|---|
Private room, per night | 2 |
Meal | 2 |
Hot bath | 2 |
Stabling and fodder | 2 |
Ship, high quality | 720/ton |
---|---|
Ship, good quality | 480/ton |
Ship, used quality | 240/ton |
Ship, poor quality | 120/ton |
Raft | 50 |
Fishing boat | 500 |
Sloop | 5000 |
Caravel | 25,000 |
Galleon | 125,000 |
Carriage | 320 |
---|---|
Cart | 50 |
Wagon | 120 |
Wages are per day, not including food, supplies, shelter, etc.
Laborer | 1 |
---|---|
Crier | 1 |
Scribe | 2 |
Mason | 4 |
Armorer or Blacksmith | 8 |
Builder | 15 |
Barber-Surgeon | 25 |
Criminal, petty | 100/job |
---|---|
Guard, stationary | 30/month |
Driver | 3/mile |
Wages are per day, not including food, supplies, shelter, etc.
Mercenaries engage in warfare, not adventure expeditions.
Archer | 3 |
---|---|
Mercenary, on foot | 6 |
Mercenary, mounted | 12 |
Mercenary, commander (required: 1 per 30 men) | 24 |
Hovel | 120 |
---|---|
Row House | 1200 |
Craftsman’s House | 2400 |
Merchant’s House | 7200 |
House with Courtyard | 21,600 |
Guildhall | 32,600 |
Stone Tower | 48,000 |
Temple | 75,000 |
Stronghold | 100,000 |
Cathedral | 500,000 |
Imperial Palace | 2,500,000 |
Characters with relevant expertise may subtract their level from the roll.
Difficulty | To Become Proficient |
---|---|
A | Roll 5D6 under INT. No one can teach anyone else how to use this. |
B | Roll 4D6 under INT. Can teach proper use to anyone of INT 13 or over. |
C | Roll 3D6 under INT. Can teach proper use to anyone of INT 8 or over. |
D | Only characters with INT 18 or over may use these artifacts. They cannot be used without a manual. |