Equipment

The cost of equipment is described in coin (Shortened to just c).

Slots

You start with 9 + strength slots for equipment.

When you have 100c, it takes up one slot. 100 more takes up another slot, and so on.

Tags

Applied

Only useful when carefully applied to a person or object.

Armor Value

Reduces damage to you by the value. Piercing ignores up to the value. Only the armor with the highest value counts.

+Value Armor

Increases your total armor by the value.

Blast

Deals damage to a target and everyone adjacent to it.

Awkward

Unwieldy and difficult to use.

Bulwark Value

Armor with this tag can be used as an armor with this value without counting against its uses.

Bunch Value

You can have up to this quantity of items with this trait and only take up 1 slot. If you wish to carry more of an item with this trait, it must occupy another slot.

Close

Can be used against something within arm’s reach plus a foot or two.

Clumsy

-1D ongoing to take action while using this item.

Dangerous

Easy to get in trouble with.

±Value Effect

Modifies effectiveness according to the specified situation.

Far

Can be used against something within shouting distance.

Forceful

Can knock someone back a step or two—​maybe even off their feet.

Hand

Can be used against something only within arm’s reach.

Heavy

You can only carry up to 1 + strength items with this tag.

Near

Can be used against something that you can "see the whites of their eyes.".

Piercing Value

Ignores value of armor when dealing damage.

+Value Piercing

Increases piercing by value when dealing damage.

Messy

When doing damage, it does so destructively—​ripping flesh and things apart.

Reach

Useful up to several feet awaywhen attacking—​maybe as far as ten.

Reload

After attacking, you must take more than a moment before you can attack again.

Slow

Takes minutes or more to use.

Stun

When doing damage, do stun damage instead of normal.

Thrown

Can be easily thrown at something.

Two-Handed

Requires two hands to wield.

Uses Value

You can use this item an amount of times equal to its value. It cannot be used further once you have used it that many times until it is repaired by an appropriate source. The better the source, the more uses you gain back.

Quantity Value

After a scene in which you used something with quantity, make a 1D fortune roll. On a miss, reduce the value by 1. When the value reaches zero, it is spent and is removed from your inventory. Every quantity still takes up slots as normal.

Weapons

  • Light Arrows - Cost 5c. Quantity 1. Damage 3.

  • Heavy Arrows - Cost 15c. Damage 4. Quantity 1, Piercing 1.

  • Small Weapon (Dagger, short sword, small hammer, etc) - Cost 5c. Damage 3. Hand.

  • Medium Weapon (Long sword, spear, flail, etc) - Cost 10c Damage 4. Heavy, Hand.

  • Heavy Weapon (Greatsword, glaive, battle axe, etc) - Cost 25c Damage 5. Two-Handed, Heavy, Reach.

  • Sling - Cost 5c. Damage 2.

  • Light Quiver - Cost 10c. Holds light arrows (up to Quantity 3), and ignore their slots.

  • Heavy Quiver - Cost 20c. Holds heavy arrows (up to Quantity 2), and ignore their slots.

Armor

Armor can be repaired completely by visiting an armorsmith. Mundane armor can be partially repaired with the proper tools, know-how, and time by the PCs, taking action trying to repair the armor, with the risk of rendering the armor completely unrepairable.

Shields
  • Buckler - Cost 5c. Damage 2. Uses 3, +1 Armor, Hand.

  • Light Shield - Cost 10c. Damage 2. Uses 4, +1 Armor, Heavy, Hand.

  • Heavy Shield - Cost 30c Damage 3. Uses 6, +2 Armor, Bulwark 1, Heavy, Hand.

Worn Armor
  • Leather Armor - Cost 10c. Uses 3, Armor 1.

  • Mail Armor - Cost 60c. Uses 3, Armor 2, Heavy.

  • Splint Armor - Cost 120c. Uses 4, Armor 3, Bulwark 1, Heavy.

  • Plate Armor - Cost 300c. Uses 8, Armor 3, Bulwark 1, Heavy.

Adventuring Gear

  • Chalk - Cost 1c.

  • Whetstone - Cost 1c.

  • Bandage - Cost 2c.

  • Crowbar - Cost 5c. Two-Handed.

  • Shovel - Cost 5c. Two-Handed.

  • Tent, Personal - Cost 10c.

  • Tent, Fits 3 - Cost 30c.

  • Waterskin - Cost 2c.

  • Bedroll - Cost 3c.

  • Grappling hook - Cost 8c.

Animals

  • Riding Horse Slots 5, Cost 80c.

  • Donkey Slots 2, Cost 50c.

Vehicles

Vehicles have slots that can be used to store equipment.

  • Cart - Slots 15, Cost 30c.

  • Rowboat - Slots 15, Cost 50c.

  • Wagon - Slots 30, Cost 100c.

  • Stagecoach - Slots 40, Cost 300c.

  • Sailing ship - Slots 100, Cost 5000c.

  • Galleon - Cost 10,000c.

Services

  • Poor inn - Cost 6c/week.

  • Modest inn - Cost 12c/week.

  • Comfortable inn - Cost 24c/week.

  • Unskilled labor - Cost 10c/week.

  • Professional labor - Cost 30c/month.

  • Armed escort/passage

    • Safe route - Cost 6c/guard/day.

    • Dangerous route - Cost 12c/guard/day.

    • Perilous route - Cost 24c/guard/day.

  • Common murder - Cost 5c.

  • Professional murder/assassination - Cost 200c.

  • Prayers - Cost 1c/month.

  • Repairs - Cost 1/4th of the base cost for mundane items.

Housing

Taxes and upkeep for housing in civilized areas are 10% base cost per month. Upkeep for housing in non-civilized areas is 5% base cost per month.

  • Hovel - Cost 20c.

  • Small cottage - Cost 250c.

  • House - Cost 5,000c.

  • Mansion - Cost 20,000c.

  • Keep - Cost 150,000c.

  • Castle - Cost 600,000c.

  • Grand castle - Cost 1,000,000c.