Trappings
Item properties
- Addictive. Characters must pass a WIT roll after use or become addicted to this item.
- Consumable. Discarded after use.
- Poison. Victims automatically suffer the specified effect. Characters who use a dose of poison must pass a WIT roll to avoid accidentally poisoning themselves. Each poison has a specific delivery method (ingestion, inhalation, or bloodstream), specified when acquired.
- Weapon. Can be used to attack. Weapons of bulk 3 or more must be held with both hands. Weapons used with the secondary hand inflict 1 less damage.
Weapons
- Light weapon (8ʂ). Weapon (d4). Small, light sharp or blunt objects: cudgel, dagger, knife, knuckledusters, garrotte, parrying dagger, etc.
- Simple hand weapon (4ʂ, bulk 2). Weapon (d4). Blunt objects and one-handed sharp or heavy tools: bullwhip, cleaver, club, hammer, hatchet, sickle, etc.
- Simple great weapon (8ʂ, bulk 4). Weapon (d6). Two-handed sharp or heavy tools: boat hook, hoe, large club, pickaxe, pitchfork, quarterstaff, sledgehammer, shovel, spade, woodcutting axe, etc.
- Martial hand weapon (16ʂ, bulk 2). Weapon (d6). One-handed military grade melee weapons: arming sword, battleaxe, flail, mace, morningstar, spear, thrusting sword, warhammer, etc.
- Martial great weapon (32ʂ, bulk 4). Weapon (d8). Two-handed military grade melee weapons: glaive, halberd, heavy battleaxe, heavy flail, lucerne hammer, pike, voulge, zweihänder, etc.
- Missile hand weapon (16ʂ, bulk 2). Weapon (d4, far range). One-handed primitive ranged or throwing weapons: blowgun, darts, hand crossbow, harpoons, javelins, sling, throwing knives, throwing stars, etc.
- Missile great weapon (32ʂ, bulk 4). Weapon (d6, far range). Two-handed primitive ranged weapons: bow, crossbow, etc.
- Handgun (16ʂ, bulk 2). Weapon (d6, far range, reload, loud). One-handed gunpowder weapons: matchlock pistol, dragon, etc.
- Long gun (32ʂ, bulk 4). Weapon (d8, far range, reload, loud). Two-handed gunpowder weapons: matchlock arquebus, blunderbuss, etc.
Special weapons
- Mancatcher (16ʂ, bulk 4). Weapon (d4, grab).
- Net (16ʂ, bulk 2). Throw it onto a nearby character, who becomes entangled.
- Acid vial (4ʂ). Consumable, weapon (d8).
- Blessed water (4ʂ). Consumable, weapon (d12, close range). Only damages demons and undead. In a pinch, can be drunk to satisfy thirst.
- Fire bomb (16ʂ). Consumable, weapon (d6 fire, close range, blast).
- Flash powder (16ʂ). Consumable, weapon (close range, blast). Targets are incapacitated until the end of their next activation.
- Oil flask (4ʂ). Consumable, weapon (close range). Filled with flammable oil. If thrown at the ground, the zone becomes slippery (requires balancing) and can easily be set on fire. If thrown at someone, the target suffers 1 additional damage from fire attacks.
- Smoke bomb (16ʂ). Consumable, weapon (close range). Target a zone. All zones within close range are covered by thick smoke blocking sight until the next stretch.
Clothing & armour
- Clothes (4ʂ). Bulk 0 while worn. Include belts and containers which let you store any number of items of bulk 4 or less.
- Warm clothes (16ʂ, bulk 2). While worn, cold damage is impaired, heat damage is enhanced.
- Shield (16ʂ, bulk 2). Increases armour by 1 but only when reacting to an attack and during duels.
- Light armour (64ʂ, bulk 4). Armour 1. Banded mail, chain mail, gambeson, hardened leather, thick furs, etc.
- Heavy armour (256ʂ, bulk 8). Armour 2. Full plate, chain hauberk, etc.
Magic gear
- Sacred scroll (64ʂ). Read it to cast a specific sacred spell.
- Arcane scroll (64ʂ). Read it to cast a specific arcane spell.
- Demon blood (16ʂ). Consumable. Consume it to apply an enhancement to an arcane spell without increasing its power level.
- Sacred relic (256ʂ, bulk 2). While held, you may apply a free enhancement to sacred spells, but it loses its power on a roll of 1 when casting.
Food & drinks
- Ration (4ʂ). Consumable. Enough food for a day.
- Perishable ration (2ʂ). Consumable. Enough food for a day. Spoils after the next rest.
- Waterskin (1ʂ). Consumable. Holds enough water for a day.
- Alcoholic drink (4ʂ). Consumable. You can drink it during a rest for a 1:4 chance to recover a spent omen. However, you must pass a STR roll or be groggy during the following watch.
Medicinal items
- Healing kit (16ʂ). Consumable. Includes bandages, poultices, and stitches to treat wounds. As a round action, you can restore 1 health to a nearby character. As a stretch action, you can restore d8 health (at most half the maximum) to a nearby character.
- Healing draught (16ʂ). Consumable. Drink it to recover health equal to half the maximum. You must pass a STR roll or become groggy until the next watch.
- Antidote (16ʂ). Consumable. Take it to neutralise poison: delayed effects are prevented and afflictions cleared, but damage already suffered isn't healed. A generic antidote works against any poison, but has a 1:4 chance of being ineffective. A bespoke antidote only works against a specific poison, but is always effective.
- Cure (16ʂ). Consumable. Take it to automatically pass a sickness STR roll. A generic cure works against any disease, but has a 1:4 chance of being ineffective. A bespoke cure only works against a specific disease, but is always effective.
Drugs
- Corpse mandrake (4ʂ). Consumable, addictive. Chew it to become numb to pain until the next stretch: you lose 2 AGI but can't be incapacitated by damage.
- Crimson weed (4ʂ). Consumable, addictive. Smoke it to increase all abilities by 2. However, you reduce all abilities by 3 at the end of the stretch.
- Darkroot (4ʂ). Consumable, addictive. Eat it to recover d8 health (at most half the maximum). However, you lose 2 WIT.
- Mad mushrooms (4ʂ). Consumable, addictive. Eat it to become frenzied until the next stretch and gain 2 STR. At the end of the stretch, lose 2 STR.
- Pipeweed (4ʂ). Consumable, addictive. Smoke it to feel a boost of energy and focus, clearing the groggy condition.
Poisons
- Corrupting poison (16ʂ). Consumable, poison. The victim suffers 4 corruption at the end of the stretch.
- Deadly poison (16ʂ). Consumable, poison. The victim dies at the end of the watch. There are no signs or symptoms until a few minutes before death (the length of one stretch).
- Lethal poison (16ʂ). Consumable, poison. The victim immediately suffers d4 direct damage, then d12 direct damage at the end of the stretch.
- Paralysing poison (16ʂ). Consumable, poison. The victim is incapacitated until the next stretch, then loses d4 AGI.
- Soporific poison (16ʂ). Consumable, poison. The victim is incapacitated until the next watch.
Light sources
- Candle (1ʂ). Consumable. Illuminates a zone. Burns until the next watch.
- Oil lamp (4ʂ). Consumable. Illuminates all zones within close range. Burns until the next watch.
- Lantern (4ʂ). Can hold a candle or an oil lamp. Shields the light source from wind and water and can conceal it. You can hang it from a belt, keeping your hands free.
- Torch (1ʂ, bulk 2). Consumable. Illuminates all zones within close range. Burns until the next watch. You can use it to make a melee attack inflicting d4 fire damage, but is then destroyed.
- Flint & tinder (4ʂ). You can use them to start a fire.
Toolkits
When it makes sense, it is possible to take something from a kit and use it as an improvised weapon inflicting d4 damage (for example, a pan from a cooking kit). However, if it’s damaged, the kit is unusable until the item is replaced for ¼ the value of the kit.
- Apothecary kit (16ʂ, bulk 2). Includes vials, bottles, mortar & pestle, scales, reagents, etc. As a round action, you can craft a medicinal item, poison or drug, which spoils if not used by the end of the stretch. You can't do it again until you rest. You must roll a d3 after consuming it: 1) it works as intended; 2) it has no effect; 3) it has no effect and you suffer d4 direct damage. If you have the apothecary skill, it instead increases the number of doses you can craft before resting.
- Burglary kit (16ʂ, bulk 2). Includes lockpicks, metal files, drills, etc. As a round action, pass a WIT roll to open a lock. If you fail, you can't attempt again, and others can only succeed if their WIT is higher or greater than your roll, they don't roll again. As a stretch action, you can open a lock without rolling, even if you previously failed. Very advanced locks might be impossible to open with this item.
- Camping kit (16ʂ, bulk 2). Includes a bedroll, blankets, and tent space for one person. Required to sleep in the wilderness.
- Climbing kit (16ʂ, bulk 2). Includes spiked boots, climbing pickaxes, pitons, etc. Use it to climb sheer surfaces safely.
- Cooking kit (16ʂ, bulk 2). Includes pots, pans, kitchen utensils, etc. Use it to turn up to 4 perishable rations into rations during a rest.
- Disguise kit (16ʂ, bulk 2). Includes makeup, wigs, fake beards, hats, eyepatches, etc. Use it to conceal your appearance. Others can passively notice the disguise by passing a WIT roll, and close examination will always reveal it.
- Divination kit (16ʂ, bulk 2). Include a crystal ball, tarot cards, divination bones, etc. If you have the divination skill, you can use it to tell fortunes as explained in the skill's description. Otherwise, the most you can do is to pretend that you know what you are doing.
- Fishing kit (16ʂ, bulk 2). Includes rod, hooks, bait, net, etc. Required on a fish result when foraging.
- Navigation kit (16ʂ, bulk 2). Include maps, compass, sextant, etc. You automatically pass WIT rolls for pathfinding.
- Repair kit (16ʂ, bulk 2). Includes hammer, saw, nails, etc. As a stretch action, pass a STR roll to repair a damaged weapon or armour, or restore 2 structure to an object. On a fail, the item is destroyed, or suffers 2 damage if it has a structure value.
- Surgery kit (16ʂ, bulk 2). Include hacksaws, scalpels, knives, stitches, etc. As a stretch action, you can use it to attempt to perform a surgery. You must pass a WIT roll or the surgery fails and the patient suffers d6 direct damage.
- Torture kit (16ʂ, bulk 2). Includes whips, pliers, needles, blindfolds, etc. As a stretch action, you can use it to torture a captive. The victim suffers d6 direct damage. If they are still alive and conscious, they must pass a WIT roll or be forced to answer your questions.
- Trapping kit (16ʂ, bulk 2). Includes small traps, snares, bait, etc. Required on a small game result when foraging.
- Writing kit (16ʂ, bulk 2). Includes quill, ink, and a fair amount of parchment. Use it to write and take notes.
Miscellaneous items
- Animal trophy (4ʂ). Skin, feathers, bones, or other body parts of a tiny animal. Multiply the cost and bulk by 4 for each size above tiny.
- Bear trap (16ʂ, bulk 2). Placing it or picking it up is a round action, concealing it well is a stretch action. The first character stepping on it suffers d6 damage and can't move until freed. Attempting to break free (by themselves or helping another) is a round action and requires passing a STR save.
- Book (16ʂ). A book about a specific subject.
- Cage (16ʂ, bulk 4). Can hold a tiny character. Multiply the cost and bulk by 4 for each size above tiny.
- Caltrops (16ʂ). Spreading them is a round action, picking them up is a stretch action. Characters attempting to leave the zone must pass an AGI roll or be pinned and suffer d4 direct damage.
- Cards (4ʂ). WIT contest to win a game.
- Chain (4ʂ). 2 metres. Adjust cost and bulk proportionally for shorter/longer chains.
- Chess set (16ʂ, bulk 2). WIT contest to win a game.
- Dice (4ʂ). Randomly determine the winner.
- Gold jewel (64ʂ). An ingot, ring, necklace, bracelet, etc., made of gold.
- Grappling hook (4ʂ). Use it to throw and fix ropes.
- Lockbox (4ʂ). Can contain up to its own bulk in items and money. The bulk of its content is ignored.
- Lucky charm (16ʂ). Use it instead of spending an omen, after which it loses its power and turns into a worthless trinket.
- Manacles (4ʂ). Use them to bind someone's hands.
- Music instrument (16ʂ, bulk 2). Drums, fiddle, flute, lyre, lute, etc. Improves the storytelling skill.
- Rope (4ʂ). 4 metres. Adjust cost and bulk proportionally for shorter/longer ropes.
- Saddle (16ʂ, bulk 2). Bulk 0 while worn by a mount. Required to ride. Includes saddlebags to store any number of items of bulk 8 or less.
- Signet ring (16ʂ). Used to leave a signature on sealing wax.
- Silver jewel (16ʂ). An ingot, ring, necklace, bracelet, etc., made of silver.
- Trinket (1ʂ). Useless and mostly worthless. Skull, bag of dirt or dung, dirty pillow, chalk, etc.
- Wooden pole (4ʂ, bulk 4). 3 metres long.
- Wheelbarrow (16ʂ, bulk 8). It can carry up to 4 bulk. When pushed, its bulk and that of its contents doesn't count.
Artillery
- Primitive artillery (256ʂ, bulk 32). Weapon (d8, extreme range, blast, one shot), structure 16, armour 1. Ballista, catapult, etc.
- Gunpowder artillery (1024ʂ, bulk 32). Weapon (d10, extreme range, blast, one shot, loud), structure 16, armour 1. Cannon, mortar, etc.
Vehicles
Small vehicle (64ʂ, bulk 16). Structure 8, armour 1. Chariot, canoe. Carries 2 people and their gear (you can replace one person with 32 bulk).
Medium vehicle (256ʂ, bulk 32). Structure 16, armour 1. Cart, boat. Carries 4 people and their gear (you can replace one person with 32 bulk).
Large vehicle (1024ʂ, bulk 64). Structure 32, armour 1. Stagecoach, barge. Carries 8 people and their gear (you can replace one person with 32 bulk).
Sailing boat (cost ×4). Doesn’t need to be rowed if a character with the boating skill is on board.
Item modifiers
- Expensive (cost ×4). Functionally equivalent, but more valuable. Good wine is an expensive alcoholic drink, an engraved sword is an expensive martial hand weapon, etc.
- Luxury (cost ×16). Functionally equivalent, but ostentatiously rich. Fine spirit is a luxury alcoholic drink, a gem-encrusted sword is a luxury martial hand weapon, etc.
- Fragile (cost ÷4). Broken when damaged once (instead of twice).
- Robust (cost ×4). Broken when damaged 3 times (instead of twice).
- 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.
- Sturdy animal armour (cost ×4). Bulk is doubled. Made for medium-sized animals with the sturdy trait (horses, bulls, etc.).
Hired hands
Hired hands require a daily wage and will carry out a limited set of duties. Their wage depends on their responsibilities, and they will refuse to do anything outside what was agreed. Create them as you would a player character, except they have no omens. You may provide additional gear. More experienced hired hands have their daily waged increased by 4ʂ per advancement.
- Labour (4ʂ/day). Will carry stuff and perform unskilled hard labour.
- Expertise (8ʂ/day). Will you use their skills and capabilities to assist, except in combat.
- Combat (16ʂ/day). Will take part to fight.
- Magic (16ʂ/day). Will use magic to help in their other responsibilities.
Animals
Check the Bestiary chapter for profiles and basic cost of common beasts. Each of the following trainings doubles the cost.
- Work. Can carry loads, pull carts, etc.
- Riding. Can carry a rider.
- Fight. Will take active part to fights and won’t be scared by enemies or loud attacks.
- Hunt. When foraging, find d4−2 additional perishable rations.
- Tricks. Can perform tricks, such as jumping through hoops or balancing a ball on its nose.
- Tamed. Wild animals must first be tamed to serve as followers.
Services
- Bank deposit (*). Deposit money in a bank by paying a tenth of the deposited sum. You can withdraw deposited money for free.
- Item storage (*). Safely store items by paying a tenth of their value. You can take them back for free.
- Loan (*). Borrow a sum of money, but you must pay back 50% more. 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 will be refused and the character might be harassed by debt collectors.
- Healing (16ʂ). Recover health to the maximum.
- Surgeon (16ʂ). Hire an experienced surgeon to perform a surgery.
- Sanatorium (64ʂ). Only at downtime. If you pass a STR roll, you clear an addicted affliction.
- Doctor (16ʂ). Diagnose a poison or disease.
- Lodging (2ʂ). A place to sleep for a rest.
- Meal (2ʂ). Food (and water) for a rest.
- Entertainment (4ʂ). 1:4 chance of recovering a spent omen during a rest. Limited to once per rest.
- Church donation (64ʂ). Restore an omen. Limited to once per day.
- Downtime (64ʂ). A place to sleep, food, water, entertainment, and medical care for a few days during downtime.
- Repair (*). Repair a damaged item by paying ¼ of its value.
- Workshop (4ʂ). Price to rent a workshop for a day to use the crafting skill.
- Courier (*). Deliver a message to a recipient. Costs 1ʂ per region of distance.
- Transportation (*). Transportation for a person via stagecoach, boat, or ship. Costs 2ʂ per region of distance. The speed is typically 4 regions per watch. Includes food, water, and a place to sleep.
- Spell (16ʂ×spell level). Request a spell to be cast in a certain way. Access to this service is rather rare.
- Funeral (256ʂ). A funeral for a dead Player character. Costs is doubled if the remains aren’t retrieved.
- Training (64ʂ). Acquire any skill when spending an advance, without having to justify it.