Items, Followers, & Services
Item properties
Armour X Increases armour value by X while worn. Characters can only wear one suit of armour. Equipping or unequipping armour takes a stretch. Armour is fitted to a specific character, and only those of similar size are able to wear it. When in doubt, there is a 1:8 chance it is possible.
Consumable. Discarded after use.
Health X/Y. This item has health equal to X and armour value equal to Y, and suffers damage like characters instead of using durability rolls. On critical damage, it is damaged and can’t be used until it recovers at least 1 health. Items can’t heal like characters, but can be repaired using a toolbox. Sources of damage which can’t realistically damage the items are completely ineffective (such as a sword against a metal door).
Fragile. Behaves as an already damaged item: it is destroyed on a failed durability roll, weapons are destroyed on a roll of 1, shields and armour are destroyed upon taking 8 or more damage.
Robust. Only has a 1:8 chance of failing durability rolls.
Shield. Increases the armour value by 1 while held, but only against attacks you react against (counter, dodge, or guard) and attacks used to counter you. If you hold two shields at once, you still only increase armour value by 1, but against all attacks.
Vehicle X. Can carry X medium-sized characters and their gear. A character can be replaced by items for a total bulk of 16. The bulk of what’s on a vehicle doesn’t count towards the encumbrance of the characters pulling it.
Weapon. Can be used to perform an attack while held, with the indicated damage and properties. Attacks made with one-handed weapons held in the non-dominant hand inflict impaired damage. Weapons of bulk 2 or more require both hands to attack and can’t be used to attack characters you are grabbing. You don’t have to track ammunition for ranged weapons.
Attack properties
Blast. Targets all characters in a zone and on its borders.
Direct damage. Inflicts full damage, ignoring the target’s armour value.
Fire damage. Inflicts fire damage (it is direct damage).
Grab. Targets must pass a STR save to avoid being grabbed.
Holy damage. Only effective against demons and undead.
Poison. The target is exposed to poison of the specified type if they suffer at least 1 damage.
Range X. Can be used to attack up to range X. If two numbers are shown (e.g. 2–4), the first one is the minimum range.
Reload. This weapon can only be used only once per combat, since it takes a relative long time to reload it. In the few situations where it matters, a character can spend 8 rounds (about 1 minute) to reload the weapon.
Usage limit. Can only be used with the specified frequency.
Stun. Targets are stunned.
Item modifiers
Fragile item (cost ÷4). Gains the fragile property.
Robust item (cost ×4). Gains the robust property.
Master-crafted weapon (cost ×4). The damage die is improved: d4 to d6, d6 to d8, d8 to d10, d10 to d12.
Master-crafted armour or shield (cost ×4). Bulk is halved.
Animal armour (cost ×1). Made for dogs or other medium-sized animals without the sturdy trait.
Sturdy animal armour (cost ×4). Bulk is doubled. Made for horses or other medium-sized animals with the sturdy trait.
Expensive item (cost ×4). A particularly valuable version of another item. Good wine is an expensive alcoholic drink, a decorated sword is an expensive martial hand weapon, fancy outfits are expensive clothes, etc.
Luxury item (cost ×16). An extremely valuable version of another item. Fine spirit is a luxury alcoholic drink, a gem-encrusted sword is a luxury martial hand weapon, aristocratic outfits are luxury clothes, etc.
Weapons
Simple hand weapon (4ʂ). Weapon (d4). Short blades, blunt objects, and one-handed sharp or heavy tools: bullwhip, cleaver, club, cudgel, dagger, knife, knuckledusters, hammer, hatchet, long knife, parrying dagger, scalpel, sickle, sturdy stick, etc.
Simple great weapon (8ʂ, bulk 2). Weapon (d6). Two-handed sharp or heavy tools: big stick, boat hook, hoe, large club, linstock, pickaxe, pitchfork, quarterstaff, scythe, sledgehammer, shovel, spade, staff, woodcutting axe, etc.
Martial hand weapon (16ʂ). Weapon (d6). One-handed military grade melee weapons: arming sword, battleaxe, flail, mace, morningstar, spear, thrusting sword, warhammer, etc.
Martial great weapon (32ʂ, bulk 2). Weapon (d8). Two-handed military grade melee weapons: glaive, halberd, heavy battleaxe, heavy flail, lucerne hammer, pike, voulge, zweihänder, etc.
Missile hand weapon (16ʂ). Weapon (d4, range 8). One-handed primitive ranged or throwing weapons: blowgun, darts, hand crossbow, harpoons, javelins, sling, throwing knives, throwing stars, etc.
Missile great weapon (32ʂ, bulk 2). Weapon (d6, range 8). Two-handed primitive ranged weapons: bow, crossbow, etc.
Handgun (16ʂ). Weapon (d6, range 8, reload). One-handed gunpowder weapons: matchlock pistol, dragon, etc.
Long gun (32ʂ, bulk 2). Weapon (d8, range 8, reload). Two-handed gunpowder weapons: matchlock arquebus, blunderbuss, etc.
Garrotte (16ʂ). Weapon (d6, direct damage, grab). Can only target characters who are unaware of the attack or whom you are already grabbing.
Lance (16ʂ, bulk 2). Weapon (d8). Can only be used while riding, and only if the mount moved this round. Can be used with only one hand despite its bulk.
Mancatcher (16ʂ, bulk 2). Weapon (d4, grab).
Acid vial (4ʂ, bulk ½). Consumable, weapon (d8, range 2).
Fire bomb (16ʂ, bulk ½). Consumable, weapon (d6, range 2, blast, fire damage).
Blessed water (4ʂ, bulk ½). Consumable, weapon (d10, range 2, holy damage).
Flash powder (16ʂ, bulk ½). Consumable, weapon (range 2, blast, stun).
Armour
Shield (32ʂ, bulk 2). Shield, weapon (d4).
Light armour (64ʂ, bulk 2). Armour 1. Banded mail, chain mail, gambeson, hardened leather, thick furs, etc.
Heavy armour (256ʂ, bulk 4). Armour 2. Full plate, chain hauberk, etc.
Combat gear
Bear trap (16ʂ, bulk 2). Placing it or picking it up takes a round, concealing it takes a stretch. Characters stepping on it suffer d6 damage and are entangled.
Caltrops (16ʂ). Can be spread in a nearby zone in a round, which then counts as difficult ground. Picking them up takes a stretch.
Net (16ʂ). Target a nearby enemy: they are entangled.
Smoke bomb (16ʂ, bulk ½). Consumable. Throw it at range 2. All zones within range 1 are covered in thick smoke, blocking visibility until the end of the stretch.
Survival gear
Ration (4ʂ, bulk ½). Consumable. Enough food for a daily rest.
Water (1ʂ, bulk ½). Consumable. Enough to drink for a daily rest.
Alcoholic drink (4ʂ, bulk ½). Consumable. Recover 1 health unless you are dying. Pass a STR save or become groggy until the end of the stretch.
Camping kit (16ʂ, bulk 2). Includes a bedroll, blankets, and tent space for one person. Necessary to sleep in the wilderness.
Field kitchen (16ʂ, bulk 2). Includes pots, pans, kitchen utensils, etc. Food you gather by foraging is doubled and doesn't go bad.
Fishing tools (16ʂ, bulk 2). Obtain a ration on a fish result while foraging.
Trapping tools (26ʂ, bulk 2). Obtain a ration on a small game result while foraging.
Navigation tools (16ʂ, bulk 2). Include maps, compass, etc. You can efficiently navigate the wilderness: you only halve your movement speed instead of reducing it to ¼.
Warm clothes (16ʂ, bulk 2). Work like clothes, however cold damage is impaired and heat damage is enhanced.
Healing
Medicine box (16ʂ). Consumable. Target a nearby character: heal d8 health (up to half STR) in a stretch, or 1 health in a round.
Healing draught (64ʂ, bulk ½). Consumable. Recover health equal to half STR.
Antidote (16ʂ, bulk ½). Consumable. Stops the effects of poison. 1:4 chance it doesn't work.
Cure (16ʂ, bulk ½). Consumable. Take it while sick to automatically pass a recovery roll. 1:4 chance it doesn't work.
Medicinal herbs (16ʂ, bulk ½). Consumable. If you have the craft medicine skill, you can consume them to craft a medicine box, antidote, or cure in a single round using apothecary tools. You must pass a WIT save to succeed, or the medicinal herbs are wasted.
Apothecary tools (16ʂ, bulk 2). Includes mortar, pestle, scales, glassware, etc. Used in combination with the craft medicine and craft poison skills.
Surgical tools (16ʂ, bulk 2). Include hacksaws, scalpels, knifes, stitches, etc. Performing a surgery or stitching up a bleeding character takes a stretch and requires passing a WIT save. On a failure the patient suffers d8 direct damage.
Drugs
Corpse mandrake (8ʂ, bulk ½). Consumable. Drug: you are numb to pain until the end of the watch, and you aren't be incapacitated by critical damage.
Crimson weed (8ʂ, bulk ½). Consumable. Drug: you temporarily increase all abilities by 2, then, at the end of the watch, you temporarily reduce all abilities by 4.
Darkroot (8ʂ, bulk ½). Consumable. Drug: Recover health equal to half your STR unless you are dying, but you become groggy until the end of the watch.
Madcap mushrooms (8ʂ, bulk ½). Consumable. Drug: You become frenzied until the end of the stretch.
Pipe & pipe-weed (2ʂ, bulk ½). Consumable. Drug: after failing a save in a situation requiring thinking, smoke it to repeat the save once.
Poison
Scorpion oil (16ʂ, bulk ½). Consumable. Bloodstream paralysing poison (incapacitated until the end of the stretch).
Candlestick root (16ʂ, bulk ½). Consumable. Ingested paralysing poison (incapacitated until the end of the stretch).
Butterfly sting (16ʂ, bulk ½). Consumable. Bloodstream soporific poison (incapacitated until the end of the watch or until damaged).
Dream sand (16ʂ, bulk ½). Consumable. Ingested soporific poison (incapacitated until the end of the watch or until damaged).
Powdered skystone (16ʂ, bulk ½). Consumable. Bloodstream corrupting poison (4 corruption at the end of the stretch).
Beastman blood (16ʂ, bulk ½). Consumable. Ingested corrupting poison (4 corruption at the end of the stretch).
Black adder venom (16ʂ, bulk ½). Consumable. Bloodstream damaging poison (d12 direct damage at the end of the stretch).
Reaper's spice (16ʂ, bulk ½). Consumable. Ingested damaging poison (d12 direct damage at the end of the stretch).
Chimera spit (64ʂ, bulk ½). Consumable. Bloodstream lethal poison (death at the end of the stretch).
Dark lotus (64ʂ, bulk ½). Consumable. Ingested lethal poison (death at the end of the stretch).
Disease vial (64ʂ, bulk ½). Contains a liquid infected with some disease. Can be thrown at range 2 or be used to coat weapons or taint items.
Light sources
Candle (1ʂ, bulk ½). Consumable. Illuminates a zone until the end of the watch.
Torch (2ʂ). Consumable. Illuminates all zones within range 1 until the end of the watch. Can be used to attack, inflicting d4 fire damage, but counts as fragile.
Oil lamp (4ʂ, bulk ½). Consumable. Illuminates all zones within range 1 until the end of the watch.
Flint & tinder (4ʂ, bulk ½). Can be used to start a fire.
Lantern (4ʂ). Holds a candle or an oil lamp, protecting it from wind and water. Can be hung from a belt, and can screen the light to conceal it.
Exploration gear
Chain (4ʂ). 2 metre long.
Rope (4ʂ). 4 metre long.
Rope ladder (4ʂ, bulk 2). 2 metre long.
Ladder (4ʂ, bulk 4). 2 metre long.
Grappling hook (4ʂ). Use it to throw and fix ropes.
Climbing gear (16ʂ, bulk 2). Includes pitons, nails, climbing pickaxes, etc. Can be used to scale sheer surfaces, but an AGI save is usually required.
Crowbar (16ʂ). Spend a stretch and pass a STR save to open a door, chest, etc. Noisy. an be used as a simple hand weapon.
Lockpicks (16ʂ). Spend a stretch and pass a WIT save to open a lock.
Academic gear
Scroll (1ʂ, bulk ½). The price is for a blank scroll.
Book (16ʂ). The price is for a blank book. Written books can cost 64ʂ or even more.
Power scroll (64ʂ, bulk ½). A scroll recording a sacred or profane power. The knowledge of how to write them has been lost.
Grimoire (16ʂ). Can hold up to 4 power scrolls, removing the need to swamp them out to invoke their power.
Quill & ink (4ʂ, bulk ½). Used to write on scrolls and books.
Sacred relic (1024ʂ). The remains of a dead saint. Priests holding it can re-roll the d12 when checking if invoking a sacred power is successful.
Dark essence (64ʂ, bulk ½). Consumable. Pure, concentrated magical essence. Sorcerers can consume it to invoke a profane power with an additional EP. It isn't possible to consume multiple doses at once.
Games
Cards (4ʂ, bulk ½). WIT contest to win.
Chess set (16ʂ). WIT contest to win.
Dice (4ʂ, bulk ½). Luck-based game.
Marbles (4ʂ, bulk ½). AGI contest to win games.
Valuables
Silver jewel (16ʂ, bulk ½). Shiny and valuable.
Gold jewel (64ʂ, bulk ½). Very shiny and valuable.
Gemstone (256ʂ, bulk ½). Extremely shiny and valuable.
Miscellanea
Animal trophy (16ʂ, bulk 2). Skin, feathers, bones, or other body parts of a medium animal. Divide the cost by 4 and the bulk by 2 for each side below medium. Multiply the cost by 4 and the bulk by 2 for each size above medium.
Cage (256ʂ, bulk 8). Can hold a medium character. Divide the cost and bulk by 4 for each side below medium. Multiply the cost and bulk by 4 for each size above medium.
Clothes (16ʂ). All you need to cover yourself! Include belts, pouches, bags, and other containers to hold items of bulk 2 or less.
Crutch (4ʂ). Hobbled characters can use it to walk.
Disguise kit (16ʂ, bulk 2). All you need to disguise your appearance! Includes makeup, wigs, fake beards, hats, eyepatches, clothing, etc.
Divination tools (16ʂ, bulk 2). Include a crystal ball, tarot cards, divination bones, etc. Used in combination with the divination skill.
Junk (1ʂ). Skull, bag of dirt or dung, dirty pillow, chalk, etc.
Lockbox & key (4ʂ). Can hold items for a total bulk of 1.
Looking glass (16ʂ). See distant details.
Lucky charm (16ʂ, bulk ½). Consumable. You can use it instead of spending an omen. It then loses its power and turns into junk.
Manacles & key (4ʂ). Bind someone's hands.
Mirror (16ʂ). A simple hand mirror.
Music instrument (16ʂ). Drums, fiddle, flute, lyre, lute, etc.
Perfume (16ʂ, bulk ½). Consumable. An exquisite scent.
Prosthesis (16ʂ). Replaces a lost limb. Works as a crutch if it replaces a lost leg.
Saddle (16ʂ, bulk 2). Required to ride a mount. Includes saddlebags.
Sealing wax (4ʂ, bulk ½). Consumable. Used to seal and sign letters in combination with a signet ring.
Signet ring (16ʂ, bulk ½). Proof of identity, used to stamp sealing wax.
Toolbox (16ʂ, bulk 2). Includes hammer, saws, nails, etc. Spend a watch and pass a STR or WIT save to repair a damaged item, but on a fail the item is destroyed. If the item has the health property, repair or inflict 2 damage instead on a pass or fail.
Wheelbarrow (64ʂ, bulk 8). Can carry a total bulk of 8, without counting towards encumbrance.
Wooden pole (4ʂ, bulk 2). 2 metre long.
Artillery
Ballista (256ʂ, bulk 32). Weapon (d8, range 16, blast, reload), health 8/1.
Catapult (256ʂ, bulk 32). Weapon (d8, range 16–32, blast, reload), health 8/1.
Cannon (1024ʂ, bulk 32). Weapon (d10, range 16, blast, reload), health 8/1.
Mortar (1024ʂ, bulk 32). Weapon (d10, range 16–32, blast, reload), health 8/1.
Vehicles
Cart (256ʂ, bulk 32). Health 8/1, vehicle 4.
Coach (1024ʂ, bulk 64). Health 16/2, vehicle 8.
Chariot (256ʂ, bulk 16). Health 8/1, vehicle 2.
Rowing boat (256ʂ, bulk 32). Health 8/1, vehicle 4. Must be rowed by 4 characters.
Large rowing boat (1024ʂ, bulk 64). Health 16/2, vehicle 8. Must be rowed by 8 characters.
Sailing boat (1024ʂ, bulk 32). Health 8/1, vehicle 4. Must be rowed by 4 characters, or sailed by a character with the river lore skill.
Large sailing boat (2048ʂ, bulk 64). Health 16/2, vehicle 8. Must be rowed by 8 characters, or sailed by 2 characters with the river lore skill.
Followers
Animal (*). Check the link:../bestiary[Bestiary] section for profiles and values in shillings. For each type of training it has received, double the cost.
Labourer (16ʂ). Hired for a day to carry stuff and perform menial labour. Won’t fight or provide other services.
Expert (32ʂ). Hired for a day to provide some form of expertise (guide, knowledge, healing, etc.) Won’t fight, carry stuff, or perform menial labour.
Mercenary (64ʂ). Hired for a day to fight. Won’t carry stuff, perform menial labour, or provide services other than fighting.
Services
Bank deposit (*). Deposit money in a bank by paying ¼ of the deposited sum. You can withdraw deposited money for free.
Item storage (*). Safely store items by paying ¼ of their value. You can take them back for free.
Loan (*). Borrow a sum of money, but you must pay back twice as much. Debts left behind by dead Player characters are transferred onto the other Player characters. If debts aren’t repaid in a timely fashion, new loans might be refused and the character might be harassed by debt collectors.
Healing (16ʂ). Recover health equal to half STR.
Surgeon (64ʂ). Hire an experienced surgeon to perform a surgery.
Doctor (64ʂ). Diagnose a poison or disease.
Lodging (2ʂ). A place to sleep for a daily rest.
Meal (2ʂ). Food (and water) for a daily rest.
Full rest (32ʂ+). A place to sleep, food, water, entertainment, and medical care for a full rest. Add 16ʂ for each injury-related condition you would heal with the full rest.
Repair (*). Repair a damaged item by paying ¼ of its value. Items with the health property recover 2 health per watch spent repairing them.
Workshop (4ʂ). Price to rent a workshop for a day, for example, to make use of the alchemy or craft skill.
Courier (*). Delivers a message to a recipient. The cost is 1ʂ per region of distance. The cost might be higher through dangerous areas.
Church donation (64ʂ). Restores an omen. Limited to once per day.
Ritual of purification (64ʂ). Heal 1 corruption. Limited to once per day.
Funeral (512ʂ). A funeral for a dead Player character. Costs half if the body was recovered.
Transportation (*). Transportation via stagecoach, boat, or ship, to a specific destination for a person. It costs is 2ʂ per region of distance. This includes a place to sleep, but food must be purchased on top of that (4ʂ per person per day). The cost might be higher through dangerous areas.