Equipment

All characters can craft everything listed here. See Crafting for details.

Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags).
 

General Equipment Tags

These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools.

  • Silver: How much it costs to buy, normally.

  • Storage: Can hold up to this much ammo.

  • Weight: Count the listed amount against your load.

  • Worn: To use it, you have to be wearing it.

     

Weapons
A weapon is useful primarily for its tags which describe what the weapon is useful for. 

Weapon Tags

These tags below have a specific, mechanical effects for weapons.

  • Ammo: It counts as ammunition for appropriate ranged weapons. 

  • Bastard: you can use it with one hand or with two hands. If you use it two-handed, gain +1 Damage. When using two hands for a weapon you can't use another item in your off-hand.

  • Dual: If wielding a Dual weapon in each hand, gain +1 Damage on Hack&Slash and Volley. 

  • Fist: You may use tags that your body has gained in addition to the weapons tags.

  • Forceful: It can knock someone out of Close range of you (3m) if you wish it.

  • Messy: If the target struck by this weapon is vulnerable, they gain a debility of your choice.

  • Piercing: When you deal damage you subtract your Piercing amount from the enemy’s armor for that attack.

  • Precise: It rewards careful strikes. You use DEX to Hack&Slash with this weapon, not STR.

  • Reload: You cannot attack with the weapon two rounds in a row, though you need not make any extra actions to reload.

  • Thrown: You can use this for Hack&Slash at Close range or Volley at Far, but if you Volley with it, you lose it if you are unable to spend time to recover it after a battle.

  • Two-Handed: It fills up both of your hands, gain +1 Damage on Hack&Slash and Volley.

 

Weapons have tags to indicate the range at which they can be used.

  • Close: It’s useful for attacking something within 0-3m.

  • Far: It’s useful for attacking something 3m+.

Weapons can gain tags from being crafted by rare materials and skilled craftsman.

  • Adamantine: Cannot be damaged or destroyed. Cost of any weapon is increased by 100 silver. Can only have 1 rare material for each weapon.

  • Masterwork: +1 Damage. Does not stack with itself in the case of multiple Masterwork weapons. Cost of any weapon is increased by 300 silver.

  • Mithril: Weight is reduced by 1. Cost of any weapon is increased by 30 silver. Can only have 1 rare material for each weapon.

  • Pure Silver: Against vampires and lycanthrope the weapon deals +1 Damage and temporarily stops their regeneration. Cost of any weapon is increased by 20 silver, while ammo is increased by 1 silver. Can only have 1 rare material for a weapon.

  • Symbol: The weapon has a holy symbol of a specific god built into its design and may act as a holy symbol for moves and spells. Cost of any weapon is increased by 10 silver.

Weapon List

The stats below are for typical items. They can be considered as categories when attempting to create a specific weapon not listed, such as a Scimitar using the Long Sword tags, or a Trident using the Spear tags. The tags within a category cannot be altered.

  • Bow; far, two-handed, 15 silver, 2 weight

  • Hunter’s Bow; far, two-handed, 30 silver, 1 weight

  • Crossbow; close, far, reload, 1 piercing, two-handed, 25 silver, 3 weight

  • Hand Crossbow; close, far, dual, reload, 35 silver, 2 weight

  • Bundle of Arrows or Bolts; 3 ammo, 2 silver, 1 weight

  • Club, Shillelagh; close, dual, 2 silver, 2 weight

  • Staff; close, bastard, 2 silver, 1 weight

  • Dagger, Shiv, Knife; close, dual, precise, 3 silver, 1 weight

  • Claws, Brass Knuckles, Bracers; close, fist, 5 silver, 1 weight

  • Throwing Dagger; close, far, thrown, 2 silver, 0 weight

  • Rock; far, thrown, 0 silver, 1 weight

  • Short Sword, Axe, Hammer, Mace; close, dual, 8 silver, 1 weight

  • Spear; close, far, bastard, thrown, 5 silver, 1 weight

  • Long Sword, Battle Axe, Flail, Warhammer; close, bastard, 10 silver, 2 weight

  • Halberd, Greatsword, Greataxe, Maul; close, two-handed, 15 silver, 2 weight

  • Rapier; close, dual, precise, 15 silver, 1 weight
     

Armor

Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants.

Armor Tags

Armor, like weapons, has tags.

  • n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts.

  • +n Armor: It protects you and stacks with other armor. Add its value to your total armor.

  • Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.

 

Armor can gain tags from being crafted by rare materials and skilled craftsman.

  • Adamantine: Cannot be damaged or destroyed. Cost of any armor or shield is increased by 100 silver. Can only have 1 rare material for each piece of armor.

  • Masterwork: +1 Armor. Cannot be applied to shields. Cost of any armor is increased by 300 silver.

  • Mithril: Weight is reduced by 1. Cost of any armor is increased by 30 silver. Can only have 1 rare material for each piece of armor.

  • Symbol (shield only): The shield has a holy symbol of a specific god built into its design and may act as a holy symbol for moves and spells. Cost of any shield is increased by 10 silver.
     

Armor List

The stats below are for typical items. They can be considered as categories when attempting to create a specific armor not listed, such as Studded Leather using the Leather tags, or a Breastplate using the Half Plate tags. The tags within a category cannot be altered.

  • Cloth, Leather, Light Chainmail; 1 armor, worn, 10 silver, 1 weight

  • Breastplate, Heavy Chainmail, Scale Mail, Half Plate; 2 armor, worn, clumsy, 20 silver, 3 weight

  • Full Plate; 3 armor, worn, clumsy, 200 silver, 4 weight

  • Shield; +1 armor, 15 silver, 2 weight

     

Basic Gear

  • Holy Symbol; 0 silver, 1 weight

Symbol of faith to your deity that must include the god in the tag or name of the item. The cheapest generally being simple iron or lacquered wood and would cost nothing, but those dedicated to their faith often spend large amounts for masterful work. 10 Silver for well made silver or steel symbols, with up to 50 silver for those including jewels.

  • Thieves Tools; 15 silver, 1 weight

Contains lockpicks and other tools needed to pick locks and disable devices and traps.

  • Adventuring Gear; 20 silver, 1 weight

Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need.

  • Quiver; 7 storage, worn, 10 silver, 2 weight

You can store up to 7 arrows or bolts for use in combat. Bolts and arrows not stored in a quiver cannot be used in battle and you can only wear 1 quiver at a time.

  • Fine Quiver; 9 storage, worn, 25 silver, 2 weight

You can store up to 9 arrows or bolts for use in combat. Bolts and arrows not stored in a quiver cannot be used in battle and you can only wear 1 quiver at a time.

  • Bandages; 2 silver, 0 weight

When you have a few minutes to bandage someone else’s wounds, heal them of 7 damage and destroy this item.

  • Poultices and Herbs; 4 silver, 1 weight

When you carefully treat someone’s wounds with poultices and herbs over a few minutes, heal them of 15 damage and destroy this item.

  • Healing Potion; 30 silver, 1 weight

When you drink an entire healing potion, heal yourself of 15 damage or remove one debility, your choice. Can be used in combat as a Standard action. Destroy this item after use.

  • Untainted Tincture; 5 silver, 0 weight

When you drink an entire Untainted Tincture, you can reroll your Defy Danger for all ongoing magical and mundane effects currently negatively affecting you. Can be used in combat as a Standard action. Destroy this item after use.

  • Antitoxin; 10 silver, 0 weight

When you drink antitoxin, you’re cured of one poison affecting you. Destroy this item after use.
 

 

Poisons

Refined poisons made to inflict harmful or amusing affects on others.

Poison Tags

A few tags for poisons.

  • Combat: A poison that can be applied to a weapon to be used in combat. When untrained and attempting to use a poisoned weapon, on a Hack&Slash 6 or less turns the items effects on you, while a 7-10 applies it to whoever you hit but also turns it on you. 11+ it is only applied to who you hit. You must declare the use and which poison before making the Hack&Slash roll.

  • Dangerous: Such item are generally considered illegal in many places, and being found with them by guards can get you in trouble.

Poison List

  • Spider Venom; defy danger: STR, dangerous, combat, 2 silver, 0 weight

Until cured, the afflicted target deals -2 damage until the end of the encounter.

  • Drow Poison; defy danger: CON, dangerous, combat, 20 silver, 0 weight

The target falls into a heavy sleep, becoming incapacitated.

  • Wasp Poison; defy danger: CHA, dangerous, combat, 6 silver, 0 weight

Any target hit by a weapon coated with this poison is Slowed by its influence.

  • Blackroot; defy danger: CON, dangerous, combat, 3 silver, 0 weight

Any target hit by a weapon coated with this poison invites danger upon themselves. The target becomes immediately open to Backstab as if they were Vulnerable (no +4 bonus damage) until backstabbed or the encounter ends.

  • Ooze Gel; defy danger: DEX, dangerous, combat, 3 silver, 0 weight

A target hit by a weapon coated with this corrosive gel has its worn armor reduced by up to -2 Armor until the end of the encounter.

  • Woundweal; defy danger: CHA, dangerous, combat, 10 silver, 0 weight

A target hit by a weapon coated with this poison only receives half the amount of healing from mundane and magical sources. 

  • Belladonna; defy danger: CON, dangerous, 30 silver, 0 weight

The person affected by this poison becomes extremely weak physically, taking a debility to STR, CON, and DEX. The poison also curing Lycanthrope if taken within a day of the bite (no save needed for this effect).

  • Fairy Dust; defy danger: INT, dangerous, 30 silver, 0 weight

The person affected by this poison falls into a deep sleep for an hour. They forget the 30 minutes prior to being poisoned, and when they awake they will remember only a vision of gallivanting among a beautiful forest for days on end. Damage ends this effect. 

  • Nightviper Venom; defy danger: WIS, dangerous, 10 silver, 0 weight

The person affected by this poison suddenly becomes as if drunk: slurred speech, questionable behavior, and likely to be unclear on what's happening later. Damage ends this effect.

  • Pauper's Poison; defy danger: CON, dangerous, 2 silver, 0 weight

The person affected by this poison will would seem fine, but they soon began to feel like they had fallen off a cart and been kicked by a mule after the current scene is over.

  • Tongue of Madness; defy danger: INT, dangerous, 30 silver, 0 weight

The person affected by this poison was compelled to speak his or her every thought for a scene.

  • Ruby Blushrose; defy danger: CHA, dangerous, 10 silver, 0 weight

The person affected by this poison treats the next creature they see as a friendly acquaintance until proven otherwise.

  • Sanguis Anima; defy danger: CON, dangerous, 300 silver, 0 weight

Treated vampire blood. The person affected by this poison gains the Embraced move from the Vampire Affliction. A slow excruciating death awaiting its victim, though there is always the chance they get reborn.

  • Sanguis Astrum; defy danger: CON, dangerous, 300 silver, 0 weight

Treated werewolf blood. The person affected by this poison gains the Uncontrollable Beast move from the Werewolf Affliction. A feral transformation that puts everyone around the victim in danger.

 

Mounts

Trusty steeds that can be purchased from a stable (cannot be crafted). When used in combat they can't be singled out as a target, instead just potentially giving their rider a bonus if it is war-trained.

Mount Tags

A few tags that mounts may have.

  • Carry: The amount having a mount present increases your carry weight.

  • Mount: A non-magical creature suitable to your race (typically a horse), and no bigger than a large horse, that you can ride around upon or into combat.

  • War-trained: The mount has been trained to assist you in combat, giving you +3 Max HP when riding it in combat.

Mount List

  • Mount; 7 carry, mount, 15 silver, 0 weight

  • Heavy Mount; 10 carry, mount, war-trained, 75 silver, 0 weight
     

 

Services

These are the prices you’d generally pay on average for various services.

 

  •  A week’s stay at a peasant inn; 3 silver

  •  A week’s stay at a civilized inn; 7 silver

  •  A week’s stay at the fanciest inn in town; 10 silver

  •  A week’s unskilled mundane labor; 10 silver

  •  A month’s pay for enlistment in an army; 30 silver

  •  A night’s “companionship”; 5 silver

  •  Escort for a day along a bandit-infested road (per guard); 5 silver

  •  Escort for a day along a monster-infested road (per guard); 10 silver

  •  An assassination; 120 silver

  •  Healing from a chirurgeon; 5 silver

  • A month’s prayers for the departed; 1 silver

  • Repairs to a mundane item; 25% of the item’s cost


 

Meals

These are the prices you’d generally pay on average for various meals.

  • 3 rounds of basic ale; 1 silver

  • A hearty meal and drink for one; 1 silver

  • A poor meal for a family; 1 silver