Difference between revisions of "Equipment"

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=Inventory=
=Inventory=


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==Storage==
==Storage==
Items can be Readied, Carried, Worn, or Stowed.
Items can be Readied, Carried, Worn, or Stowed.
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** Once you see how long it will take, if you choose to cut straps, dump out bags, etc to hastily paw through your Stowed gear, halve the additional time it will take, rounding down.  Dumped items may smash, roll aside and be lost, etc, and if you flee, it will be left behind (it will take a Brief Rest to regather and pack up again).
** Once you see how long it will take, if you choose to cut straps, dump out bags, etc to hastily paw through your Stowed gear, halve the additional time it will take, rounding down.  Dumped items may smash, roll aside and be lost, etc, and if you flee, it will be left behind (it will take a Brief Rest to regather and pack up again).


=Encumbrance=
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==Encumbrance==
Items have an encumbrance value.
Items have an encumbrance value.
* 0 enc) small items that are effectively weightless, unless in very large quantities.
* 0 enc) small items that are effectively weightless, unless in very large quantities.
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* If you want, you can note what items are in a container, allowing them to all be dropped or picked up collectively in a hurry.
* If you want, you can note what items are in a container, allowing them to all be dropped or picked up collectively in a hurry.


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==Load==
Your Load is how much your current encumbrance affects you.
* For every size above Medium, double your Vigor for purposes of Load.  For every size step below, halve it.
Load Level
* Light
** Up to Vigor / 2 (rounding up)
** No effects.
* Medium
** Up to Vigor
** Take +D to mobility skill checks such as swimming, climbing, and jumping.  Winged creatures can't fly.
* Heavy
** Up to 1.5 x Vigor (rounding up)
** Take +D on all Dex and Vigor stat, skill, save, attack, and effect checks.  Take +D on initiative.  You cannot swim.  Winged creatures can't fly.  Slowed +1x (combat and exploration speed halved).
** Long distance travel may incur more fatigue.
* Overburdened
** Up to 3 x Vigor, or 30 x Vigor pounds
** As Heavy Load, but you can only move 5' a turn.  You are dragging, pushing, or staggering beneath the load.
** After pushing or dragging for 10 minutes, every further 10 minutes, +1d10 Fatigue (Vigor save DC 13 for half).  A Brief Rest resets this count.  Carrying causes immediate fatigue, without the initial 10 minute grace period.


Tracking Items
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Keep track of weightless items on a list separate from those with encumbrance of 1 or higher.
Items with 1 or more encumbrance are tracked on a list, with each line being a "slot".  Items with more than 1 encumbrance should have blank lines below them so that they occupy a number of slots equal to their encumbrance.  Put a mark after the number of slots for varying levels of Load, making it obvious at a glance how loaded down you are.
You can put "R" next to items on your weightless and encumbering lists that are Readied (multi-slot items only count as 1 Readied item).  You can also denote Equipped ("E"), or Carried ("C").


Load
==Attunement==
Light (up to Vigor / 2 (rounding up) slots filled)
Some magical items require attunement to the bearer's spirit to use.
No effect.
* A character may have up to (1 + HALF + SPT) attuned items (min 1).
Medium (up to Vigor slots filled)
* Attunement may require special actions (a particular ritual, slaying something with it, a full moon, etc).  By default, it requires a Long Rest including meditation / contemplation of the item.
Take +D to mobility skill checks such as swimming, climbing, and jumping.  You can't fly by natural means (wings).
* If you've reached your limit, you can (usually) relinquish an item of your choice as part of attuning a new one.
Heavy (up to 1.5 x Vigor (rounding up) slots filled)
* An item can only be attuned to a single character at a time, and attunement ends if another attunes to it.
Take +D on all Dex and Vigor stat, skill, save, attack, and effect checks.  Take +D on initiative.  You cannot swim, or fly by natural means.  Combat and exploration speed halved.
Long distance travel may incur more fatigue.
Lift / Drag / Push (up to 3 x Vigor slots, or 30 x Vigor pounds)
As Heavy Load, but you can only move 5' a turn.
After pushing or dragging for 10 minutes, every further 10 minutes, +1d10 Fatigue (Vigor save DC 13 for half).  A Brief Rest resets this count.  Lifting does not grant the initial 10 minute grace period.
Size
For every size above Medium, double the number of slots / pounds you can carry per Load category. For every size step below, halve it.


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==Group Inventory==


Attunement
* Donated Slots
* Encumbrance
* Random Localization
* Readiness Points


=Equipment=
==Weapons==
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'''Melee'''
* Simple
** Unarmed Strike: 1h, d2 crushing, forceful / finesse, short, unarmed
** Makeshift (pitchfork, grain flail, club, cudgel): 1h normal, d4 crushing, piercing, or slashing, forceful, long, very cheap
* Light
** Dagger: 1h light, d4 piercing / slashing, finesse, short, thrown, range 20 / 40 / 60, cheap
** Hatchet, chakram: 1h light, d4 slashing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
** Throwing club / hammer: 1h light, d4 crushing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
** Blackjack, cestus: 1h light, d4 crushing, finesse, short, cheap
* One-Handed
** Sword, scimitar: 1h normal, d6 piercing / slashing, forceful / finesse, long
** Battleaxe: 1h normal, d6 slashing, forceful, long, impact
** Mace, warhammer, flail: 1h normal, d6 crushing, forceful, long, impact
** Spear: 1h normal, d6 piercing, forceful, polearm, thrown, range 30 / 60 / 150
** Whip / chain: 1h normal, d4 crushing, entangling, finesse, long / reach
* Two-Handed
** Greatsword: 2h heavy, d10 piercing / slashing, forceful, long
** Greataxe: 2h heavy, d10 slashing, forceful, long, impact
** Maul: 2h heavy, d10 crushing, forceful, impact
** Pike: 2h heavy, d10 piercing, forceful, reach, polearm
** Glaive, halberd: 2h heavy, d10, piercing / slashing, forceful, reach, polearm
** Quarterstaff: 2h normal, d6, crushing, forceful / finesse, long, cheap
'''Ranged'''
* Missile
** Short Bow: 2h normal, d6 piercing, agile, range 60 / 150 / 300, ammo
** Long Bow: 2h heavy, d10 piercing, agile, range 60 / 150 / 300 / 600, can't be used mounted, expensive, ammo
** Light Crossbow: 2h normal, d8 piercing, agile, range 60 / 150 / 300, ammo, loading
** Heavy Crossbow: 2h heavy, d12 piercing, agile, range 60 / 150 / 300 / 600, expensive, ammo, loading
** Hand Crossbow: 1h compact, d2 piercing, agile, range 30 / 60 / 150, expensive, ammo, loading
** Sling: 2h (effectively) compact, d6 crushing, agile, range 60 / 150 / 300, ammo, very cheap, cheap ammo
** Blowgun: 2h normal, 1d2 piercing, agile, range 30 / 60 / 150, ammo, loading, cheap, cheap ammo
* Thrown
** Javelin: 1h light, d6 piercing (d4 in melee), agile or forceful, thrown, range 30 / 60 / 150, cheap
** Shuriken: 1h compact (no actual weapon, just ammo), d2 piercing, agile, thrown, range 30 / 60, ammo
** Net: 1h normal, entangling, agile or forceful, thrown, 10 range / 20 / 30, cheap




Equipment
Arms & Armor
Weapon
Weapon
Very Cheap Melee (5 sp)
* Very Cheap Melee (5 sp)
Club
** Club
Cheap Melee (2 gp)
* Cheap Melee (2 gp)
Quarterstafff, dagger, hatchet, chakram, throwing club / hammer
** Quarterstafff, dagger, hatchet, chakram, throwing club / hammer
Normal Melee (10 gp)
* Normal Melee (10 gp)
Sword, scimitar, battleaxe, mace, warhammer, flail, spear, whip / chain
** Sword, scimitar, battleaxe, mace, warhammer, flail, spear, whip / chain
Heavy Melee (20 gp)
* Heavy Melee (20 gp)
Greatsword, greataxe, maul, pike, glaive, halberd
** Greatsword, greataxe, maul, pike, glaive, halberd
Very Cheap Ranged (5 sp)
* Very Cheap Ranged (5 sp)
Sling
** Sling
Cheap Ranged (2 gp)
* Cheap Ranged (2 gp)
Blowgun, javelin, net
** Blowgun, javelin, net
Normal Ranged (20 gp)
* Normal Ranged (20 gp)
Shortbow, light crossbow
** Shortbow, light crossbow
Expensive Ranged (50 gp)
* Expensive Ranged (50 gp)
Longbow, heavy crossbow, hand crossbow
** Longbow, heavy crossbow, hand crossbow
20 Ammo (7 ammo is light, 1 sp per ammo)
* Ammo
Arrows, quarrels, shurkiens
** 20 Ammo (7 ammo is light, 1 sp per ammo)
20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
** Arrows, quarrels, shurkiens
Bullets
** 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
Armor
** Bullets
Light (1 slot, 20 gp)
Medium (3 slots, 75 gp)
Heavy (5 slots, 200 gp)
Shield (1 slot, 10 gp)


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Supplies
Qualities
Provisions
Weapon
Water conveyance (1 slot per day capacity, 1sp per slot)
Damage
Travel rations (1 supply = 1 slot, lasts 10 days, 5 gp)
* Die: 0, 1, d2, d4, d6, d8, d10, d12, d12+1...
Meat-only travel rations (1 supply = 1 slot, lasts 10 days, 15 gp)
Type
Animal feed (1 supply = 2 slots, lasts 10 days, 1 gp)
* Crushing: good for shattering things.  Amorphous or squishy creatures may be resistant or immune.
Water purification tablets (20 uses is 1 slot, 2 gp per use, alchemic, each use purifies mundane pathogens from 1 day of water, tastes a bit weird)
* Slashing: good for severing thingsAmorphous creatures may be resistant or immune.
Nutrient bars (30 days is 1 slot, 5 gp per day, alchemic, sustaining but not very satisfying)
* Piercing: good for impaling things.  Amorphous, unliving creatures (undead, constructs), and sturdy inanimate objects may be resistant or immune.
Lighting
Weapon Length / Range
Bundle of Candles (1 day is light, 1 gp per day)
* Short: basic threat range for your size (5' for Medium size)
Provides 5' of Bright Light with a 10' penumbra of Dim LightEasily extinguished by wind, rain, or being dropped.
** Requires almost no room to wieldYou do not threaten targets with greater reach who also threaten you.  Fairly concealable.
Candle Lantern (light, 5 sp)
** Effective while grappling (+A to attack if enemy has a longer weapon, is unarmed, or otherwise limited in movement).
Holds a candle, diffusing its light somewhat, and providing some protection from wind with a paper or cloth shroud.  Can be mounted on poles and held aloft or poked into places.
* Long: basic threat range for your size
Can be hooded down to 5' Dim Light).  This can be overlooked at distances beyond 30' (60' w/ Nightvision).
** Requires 5' of room to wield without disadvantage.
Bundle of Torches (1 day is 1 slot, 1 gp per day)
** Take +D to attack while grappling.
Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing, d2 flame); 2-in-6 chance of breaking or extinguishingStrong wind, rain, or water can extinguish a torch. Dropping a torch sometimes extinguishes it.
* Reach: +5' threat range.
Lantern / Lamp (1 slot, 2 gp)
** Requires 10' of room to wield without disadvantage, except in special circumstances (e.g. using a spear to hold off foes coming down a narrow passage).
Provides 20' of Bright Light with a 20' penumbra of Dim LightCan be mounted on a pole to be held aloft or poked into places.
** Can't be used while grappling (and you do not threaten with it).
Lanterns are relatively fragile, and may shatter if thrown or droppedThey are fairly resistant to wind and rain, but may be extinguished in extreme cases.
** Range A / B... / X: the weapon can be thrown or it fires projectiles.
Lantern oil is not dramatically flammable, but a lantern deals d4 fire damage if smashed against a target, after which it is extinguished.
** It has range bands of A, B etc, with max effective range XOften the weapon can reach up to 2X in pure range, but without accuracy and/or force.
Hooded Lantern (1 slot, 5 gp)
Style
As Lantern, and can be lowered to control light and penumbra in 5' increments, or fully hooded to provide 5' of Dim Light.
* Forceful: attack using Vigor.
Bullseye Lantern (1 slot, 10 gp)
* Finesse: attack using Dexterity.
As Lantern, and reflector can direct light into a 60 degree cone of 40' of Bright Light and a penumbra of 40' of Dim Light)
Encumbrance
Oil Flask (1 flask (quart) is light, 5 sp, 1 flask fuels a lantern for 1 day)
* Light: a single weapon of this type is weightlessCarrying more than one takes up 1 enc per 3 weapons.
Coats a 5' x 5' patch, fuels a lantern for 1 hour, and can be negligibly tapped to care for gear, oil hinges, etc.  Not dramatically flammable; vegetable, fish, or comparable synthetic oil.
* Compact: this weapon and its first 20 ammo takes up 1 encAdditional ammo has normal encumbrance.
Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination)  
* Normal: 1 enc.
Provide 5' Dim Light and can be shrouded to make it directional or conceal it entirelyIntegrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
* Heavy: 2 enc.  Wielders of size Small take +D on attacks with it, and even smaller creatures can't use it at all.
Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at at a distance of 15' or more (30' w/ Nightvision or Darkvision).
Handedness
Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination)
* 1H: requires one hand to wield.
Provides 20' of Bright Light with a 20' penumbra of Dim LightCan be used as a club (d4 crushing); 2-in-6 chance of breaking. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
* 2H: requires two hands to wield, though it can often be carried in just one.
Flare (light, 2 gp, alchemic, 10 min illumination)
Miscellaneous
Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light.  Deals d4 fire damage on contact.  Integrated impact lighter.  Can't extinguish once lit (manually, by water, by wind, etc).
* Polearm: movement also provokes when moving *into* a threatened space from an unthreatened one.
Matches (weightless, 2 gp, 10 stock, alchemic)
** In this situation, an OA against a target that is charging, dashing, leaping, or otherwise using enhanced movement deals +A damage.
Travel
* Impact: adequate for smashing through durable objects, such as doors.
Coil of Rough Rope (1 slot, 1 gp, 50')
* Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
Coil of Woven Rope (1 slot, 10 gp, 100')
* Ammo: the weapon requires ammunition to operate (arrows, bolts, stones, etc)20 ammo take up 1 enc.
Chain (1 slot, 5 gp, 10')
** Track hits with ammo weapons.  For misses, mark off 1 ammo (assumed broken or lost).  Hits are recovered with a minute or so of effort after combatThey are marked off if you flee.
Iron Spikes (1 slot, 1 gp, 10 spikes, hammer not included)
** When you return to civilization, pay for a full replacement of your ammo (covering all the cracked, blunted, etc ammo that needs to be replaced).
* Thrown: thrown weapons are tracked individually.
** After combat, it is usually trivial to recover them in a minute or so after combat.  They are abandoned if you flee.
* Loading: the weapon can be loaded once per turn, which requires both hands, provokes, and is interrupted on a hitIt can be carried in loaded in one hand.
* Unarmed: +D to defense when fighting an armed opponent.
* Improvised: breaks it deals 4+ damage in a single hit (bar stools, broken bottles, etc).
 
Price
* Very Cheap Melee (5 sp)
* Cheap Melee (2 gp)
* Normal Melee (10 gp)
* Heavy Melee (20 gp)
* Very Cheap Ranged (5 sp)
* Cheap Ranged (2 gp)
* Normal Ranged (20 gp)
* Expensive Ranged (50 gp)
 
* Ammo
** 20 Ammo (7 ammo is light, 1 sp per ammo)
** Arrows, quarrels, shurkiens
** 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
** Bullets
 
 
*** A normal weapon can be used as a Crude Weapon to deal crushing damage (pommel strike, flat of blade, haft strike).
 
 
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==Armor==
* The exact makeup of a suit of armor can vary (leather, hides, mail of varying thicknesses and layers, plates, etc.
* Clumsy X / Y: the wearer's Dexterity bonus is capped at X, and their DEX at Y, for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, finesse attacks, and Dex Saves.
** Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.


Tools
'''Armor Types'''
Hand Tools
* Light (1 enc, +2 defense, 20 gp)
Hammer (light, 1 gp)
** Can be worn while sleeping.
Mining pick (1 slot, 2 gp)
* Medium (3 enc, +4 defense, Clumsy +5 / +2 DEX, 75 gp)
Sledgehammer (1 slot, 2 gp)
** +D to swimming checks.
Shovel (1 slot, 2 gp)
** The padding worn under medium armor counts as light armor when worn by itself.
Crowbar (1 slot, 2 gp)
* Heavy (5 enc, +6 defense, Clumsy +3 / +1 DEX, 200 gp)
Grappling hook (light, 25 gp)
** Can't swim.  Winged creatures can't fly.
10' pole (1 slot, 1 sp)
** The padding worn under heavy armor counts as light armor when worn by itself.
10' ladder (2 slots, 5 sp)
* Shield (1 enc, +2 defense if aware of the threat, 10 gp)
Block and tackle (1 slot, 5 gp, rope not included)
** If used to bash: 1h normal, d4 crushing, forceful, short
Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them)
** +1 to Dex Saves against beams, blasts, and bolts
Toolkits
 
Adventuring
==Supplies==
Healer's kit (1 slot, 10 gp, 10 stock)
 
Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc)
===Provisions===
Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc)
* Water conveyance (1 slot per day capacity, 1sp per slot)
Fishing gear (1 slot, 1 gp)
* Travel rations (1 supply = 1 slot, lasts 10 days, 5 gp)
Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately)
** Meat-only travel rations (1 supply = 1 slot, lasts 10 days, 15 gp)
When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed)
* Animal feed (1 supply = 2 slots, lasts 10 days, 1 gp)
Tent (2 slots, 20 gp, sleeps 5)
* Water purification tablets (20 uses is 1 slot, 2 gp per use, alchemic, each use purifies mundane pathogens from 1 day of water, tastes a bit weird)
Heavy blanket (1 slot, 2 gp, cold-weather suitable)
* Nutrient bars (30 days is 1 slot, 5 gp per day, alchemic, sustaining but not very satisfying)
Crafting
 
Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox)
===Lighting===
Craftsman's kit
* Bundle of Candles (1 day is light, 1 gp per day)
Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver)
** Provides 5' of Bright Light with a 10' penumbra of Dim Light.  Easily extinguished by wind, rain, or being dropped.
Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic)
* Candle Lantern (light, 5 sp)
Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter)
** Holds a candle, diffusing its light somewhat, and providing some protection from wind with a paper or cloth shroud.  Can be mounted on poles and held aloft or poked into places.
Portable forge (3 slots, ??? gp, requires coal, tools not included)
** Can be hooded down to 5' Dim Light).  This can be overlooked at distances beyond 30' (60' w/ Nightvision).
Skullduggery
* Bundle of Torches (1 day is 1 slot, 1 gp per day)
Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc)
** Provides 20' of Bright Light with a 20' penumbra of Dim Light.  Can be used as a club (d4 crushing, d2 flame); 2-in-6 chance of breaking or extinguishing.  Strong wind, rain, or water can extinguish a torch.  Dropping a torch sometimes extinguishes it.
Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc)
* Lantern / Lamp (1 slot, 2 gp)
Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc)
** Provides 20' of Bright Light with a 20' penumbra of Dim Light.  Can be mounted on a pole to be held aloft or poked into places.
Restraints & Impediments
** Lanterns are relatively fragile, and may shatter if thrown or dropped.  They are fairly resistant to wind and rain, but may be extinguished in extreme cases.
Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune)
** Lantern oil is not dramatically flammable, but a lantern deals d4 fire damage if smashed against a target, after which it is extinguished.
Bear trap (1 slot, 5 gp)
* Hooded Lantern (1 slot, 5 gp)
Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size)
** As Lantern, and can be lowered to control light and penumbra in 5' increments, or fully hooded to provide 5' of Dim Light.
Lock and key (light, 10 gp (cheap), 20 gp (decent), or more)
* Bullseye Lantern (1 slot, 10 gp)
Miscellaneous
** As Lantern, and reflector can direct light into a 60 degree cone of 40' of Bright Light and a penumbra of 40' of Dim Light)
Dice (weightless, 5 sp)
* Oil Flask (1 flask (quart) is light, 5 sp, 1 flask fuels a lantern for 1 day)
Gaming set (light, 1 gp; chess, etc)
** Coats a 5' x 5' patch, fuels a lantern for 1 hour, and can be negligibly tapped to care for gear, oil hinges, etc.  Not dramatically flammable; vegetable, fish, or comparable synthetic oil.
Deck of cards (weightless, 1 gp)
* Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination)
Musical instrument
** Provide 5' Dim Light and can be shrouded to make it directional or conceal it entirely.  Integrated impact lighter.  Can't extinguish once lit (manually, by water, by wind, etc).
Simple (light, 2 gp, wooden pipes, small drum, etc)
** Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at at a distance of 15' or more (30' w/ Nightvision or Darkvision).
Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc)
* Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination)
Writing
** Provides 20' of Bright Light with a 20' penumbra of Dim Light.  Can be used as a club (d4 crushing); 2-in-6 chance of breaking.  Integrated impact lighter.  Can't extinguish once lit (manually, by water, by wind, etc).
Paper (1 sp per sheet)
* Flare (light, 2 gp, alchemic, 10 min illumination)
Book (light (small journal) or 1 slot (tome), 5 or 20 gp)
** Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light.  Deals d4 fire damage on contact.  Integrated impact lighter.  Can't extinguish once lit (manually, by water, by wind, etc).
Scroll case (light, 1 gp)
* Matches (weightless, 2 gp, 10 stock, alchemic)
Signet ring (weightless, 5+ gp)
 
Measuring & Observing
===Travel===
Hourglass (light, 25 gp)
* Coil of Rough Rope (1 slot, 1 gp, 50')
Magnifying glass (light, 100 gp)
* Coil of Woven Rope (1 slot, 10 gp, 100')
Spyglass (light, 1000 gp)
* Chain (1 slot, 5 gp, 10')
Merchant's balance (light, 5 gp)
* Iron Spikes (1 slot, 1 gp, 10 spikes, hammer not included)
Mirror (steel 5 gp, silver 25 gp, light, hand-sized)
 
Abacus (light, 2 gp)
===Containers===
Signal whistle (weightless, 1 gp)
* Backpack (2 gp, 1 slot (empty))
Hand bell, bullroarer (light, 1 gp)
* Pouch (5 sp)
Semaphore flag (1 slot, 1 gp)
* Small sack (3 sp, light (empty), holds 2 slots)
* Large sack (8 sp, light (empty), holds 6 slots)
* Basket (3 sp)
* Crate (5 sp)
* Lockbox (5 gp)
* Chest (25 gp)
* Flask, tankard (1 sp)
* Jug, pitcher, bucket (1 sp)
* Bottle (light, 2 gp (glass), 5 sp (clay))
* Vial (weightless, 1 gp (glass), 2 sp (clay))
* Iron pot (1 slot, 2 gp)
* Barrel (3 sp, 20 gallons)
 
==Tools==
 
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'''Hand Tools'''
* Hammer (light, 1 gp)
* Mining pick (1 slot, 2 gp)
* Sledgehammer (1 slot, 2 gp)
* Shovel (1 slot, 2 gp)
* Crowbar (1 slot, 2 gp)
* Grappling hook (light, 25 gp)
* 10' pole (1 slot, 1 sp)
* 10' ladder (2 slots, 5 sp)
* Block and tackle (1 slot, 5 gp, rope not included)
* Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them)
 
'''Toolkits'''
* Adventuring
* Healer's kit (1 slot, 10 gp, 10 stock)
* Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc)
* Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc)
* Fishing gear (1 slot, 1 gp)
* Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately)
** When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed)
* Tent (2 slots, 20 gp, sleeps 5)
* Heavy blanket (1 slot, 2 gp, cold-weather suitable)
 
'''Crafting'''
* Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox)
* Craftsman's kit
** Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver)
** Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic)
* Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter)
* Portable forge (3 slots, ??? gp, requires coal, tools not included)
 
'''Skullduggery'''
* Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc)
* Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc)
* Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc)
 
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'''Restraints & Impediments'''
* Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune)
* Bear trap (1 slot, 5 gp)
* Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size)
* Lock and key (light, 10 gp (cheap), 20 gp (decent), or more)
 
'''Writing'''
* Paper (1 sp per sheet)
* Book (light (small journal) or 1 slot (tome), 5 or 20 gp)
* Scroll case (light, 1 gp)
* Signet ring (weightless, 5+ gp)
 
'''Measuring & Observing'''
* Hourglass (light, 25 gp)
* Magnifying glass (light, 100 gp)
* Spyglass (light, 1000 gp)
* Merchant's balance (light, 5 gp)
* Mirror (steel 5 gp, silver 25 gp, light, hand-sized)
* Abacus (light, 2 gp)
* Signal whistle (weightless, 1 gp)
* Hand bell, bullroarer (light, 1 gp)
* Semaphore flag (1 slot, 1 gp)
 
'''Entertainment'''
* Dice (weightless, 5 sp)
* Gaming set (light, 1 gp; chess, etc)
* Deck of cards (weightless, 1 gp)
* Musical instrument
** Simple (light, 2 gp, wooden pipes, small drum, etc)
** Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc)
 
|}
 
==Magical Paraphernalia==
 
'''Panoply'''
* Implement
** Small (wand, orb, amulet, holy symbol, etc; light, 10 gp)
** Large (as mace, staff, dagger, etc; 10 gp or as weapon)
** Improved: the implement becomes a vessel crafted to hold specific spells, which can be cast as if prepared by the wielder (1 spell: +50 gp, 2 spells: +500 gp, 3 spells: +5000 gp, 4 spells: +50,000 gp)
* Garb
** Raiment (weightless, worn, clothing, 10 gp)
** Vestments (weightless, worn, clothing; or as armor, 10 gp)
** Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp).  Enhancements are permanently worked into the raiment and only work for its attuned wielder.
*** Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement)
*** Preservation (once per Long Rest per Preservation enhancement, take +A to save against a spell, chosen before rolling the save)
*** Barrier (gain (Power+enhancements) tHP when you cast a spell)
*** Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment)
*** Ravage (+1 damage per die to a (enhancement) spell damage types)
*** Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s)
*** Fortune (after a Long Rest, roll a d20 and keep its value.  You may swap this value for a d20 roll you make or which is made against you during the following day, after seeing the roll)
* Talisman (weightless or 1 enc; cannot normally be purchased)
 
'''Components'''
* Ritual Components (value and weight measured in coin)
* Ritual Kit (1 slot, 10 stock)
** Apprentice (Power 0-2, 25 gp)
*** An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing them.  Each week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restore 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch.
** Journeyman (Power 3-4, 250 gp, only a 2-in-6 chance of using up a stock with an Apprentice level spell)
*** Some Fonts of Power may be harvested for materials to replenish stock.
** Master (Power 5+, 2500 gp, only a 2-in-6 chance of using up a stock with an Journeyman level spell, and 1-in-6 with an Apprentice spell)
*** Rare Fonts of Power may be harvested for materials to replenish stock.
 
'''Vessels''' (inscribing binding sigils for a spell takes 1 hour and access to a ritual kit, but does not cost stock from it)
* Scroll (light, fragile, holds 1 spell, 5 sp)
* Small Durable Vessel (figurine, crystal, runestone, etc) (light, holds 1 spell, 5 gp)
* Tome (1 slot, fragile, holds 10 spells, 20 gp)
* Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells)


Containers
'''Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features'''
Backpack (2 gp, 1 slot (empty))
* See [[Magic (Red Age)#Arcane Research|Arcane Research]].
Pouch (5 sp)
Small sack (3 sp, light (empty), holds 2 slots)
Large sack (8 sp, light (empty), holds 6 slots)
Basket (3 sp)
Crate (5 sp)
Lockbox (5 gp)
Chest (25 gp)
Flask, tankard (1 sp)
Jug, pitcher, bucket (1 sp)
Bottle (light, 2 gp (glass), 5 sp (clay))
Vial (weightless, 1 gp (glass), 2 sp (clay))
Iron pot (1 slot, 2 gp)
Barrel (3 sp, 20 gallons)


Magical Paraphernalia
'''Compounds'''
Panoply
* Holy Water / Oil / Dust (light, 50 gp)
Implement
** Various substances that gradually collect at shrines or other sites where divine power lingers.  It deals 2d6 spirit damage to eldritch beings (aberrations, demons, elementals, undead) on a direct hit.  Those within 5' must Dex save DC 13 or take 1d6 spiritApplication to corrupted places, objects, or people may help purify, or at least damp, malign effects.
Small (wand, orb, amulet, holy symbol, etc; light, 10 gp)
* Blessed Incense (light, 50 gp)
Large (as mace, staff, dagger, etc; 10 gp or as weapon)
** Emits a sanctified smoke that fills a 10' radius area after a minute of burning (wind can disperse it) and lasts 10 minutesAffronts to nature (aberrations, demons, elementals, undead) of level 4 or lower won't willingly enter it, and those of higher level must Spirit save DC 13 to do soThose within the cloud have +A to saves against such creatures.
Improved: 1 spell vessel (+50 gp), 2 spell vessel (+500 gp), 3 spell vessel (+5,000 gp), 4 spell vessel (+50,000 gp)Vessels are crafted to specific spells.
Garb
Raiment (weightless, worn, clothing, 10 gp)
Vestments (weightless, worn, clothing; or as armor, 10 gp)
Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp).  Enhancements are permanently worked into the raiment.
Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement)
Preservation (+A to save against (enhancements) spells per Long Rest; chosen before rolling the save)
Barrier (gain (Power+enhancements) tHP when you cast a spell)
Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment)
Ravage (each enhancement gives your spells +1 damage per die to a single damage type)
Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s)
Fortune (after a Long Rest, roll a d20 and keep its valueYou may swap this value for a d20 roll you make or which is made against you during the following day, after rolling)
Talisman (weightless or 1 enc; cannot normally be purchased)
Components
Ritual Components (value and weight measured in coin)
Ritual Kit (1 enc, 6 stock, d4 usage; using a higher level kit then necessary increases usage die 1 step per kit level)
Apprentice (Power 0-2, 25 gp)
An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing themEach week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restores 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch.
Journeyman (Power 3-4, 250 gp)
Some Fonts of Power may be harvested for materials to replenish stock.
Master (Power 5+, 2500 gp)
Rare Fonts of Power may be harvested for materials to replenish stock.
Vessels (inscribing binding sigils for a spell takes 1 hour and the use of a ritual kit of suitable level for the spell's minimum Power)
Scroll (light, fragile, holds 1 spell, 5 sp)
Small Durable Vessel (figurine, crystal, runestone, etc) (light, 5 gp)
Tome (1 slot, fragile, holds 10 spells, 20 gp)
Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells)
Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features
See Arcane Research.


==Alchemics==


Alchemy
'''Tools'''
Tools
* Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included)
Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included)
* Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely)
Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely)
* Reagents (500 reagents per slot, 1 reagent per gp; can be used as gp with the Alchemist feat and a kit or lab to create alchemic products)
Reagents (40 gp of materials is light, with the Alchemist feat, spend with a kit or lab to create alchemic products)
* [[Alchemics]] (drugs, poisons, etc)
Alchemics (drugs, poisons, etc)


==Lifestyle==
* Wretched (5 cp/day or 1.5 gp/month; peons)
** Take -1 HP per level.  Wretched counts as a Poor Condition for healing and recovery.
** Take +D on resistance against poison, disease, and fatigue.
** You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen.
** Each mount, livestock, pack animal, and land conveyance counts as an expensive item.  Small watercraft count as expensive items, and bigger ones cannot be owned.
* Meager (1 sp/day or 3 gp/month; manual laborers, peddlers)
** You can only keep 6 expensive items in good condition.
* Modest (1 gp/day or 30 gp/month; craftsmen)
** The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered.
* Adequate (4 gp/day or 120 gp/month; yeoman, skilled craftsman)
** +1 natural healing per day in civilized locations at this level or above.
* Prosperous (10 gp/day or 300 gp/month; gentry, merchants, master craftsmen)
** The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered.
* Affluent (40 gp/day or 1200 gp/month; barons, merchant princes)
* Sumptuous (200 gp/day or 6000 gp/month; dukes, princes)
* Luxuriant (2000 gp/day or 60,000 gp/month; kings)
* Opulent (???; emperors)


Lifestyle
Tiers
Wretched (5 cp / day, 1.5 gp / month; peons)
Take -1 HP per level.  Wretched counts as a Poor Condition for healing and recovery.
Take +D on resistance against poison, disease, and fatigue.
You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen.
Each mount, livestock, pack animal, and land conveyance counts as an expensive item.  Small watercraft count as expensive items, and bigger ones cannot be owned.
Meager (1 sp / day, 3 gp / month; manual laborers, peddlers)
You can only keep 6 expensive items in good condition.
Modest (1 gp / day, 30 gp / month; craftsmen)
The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered.
Adequate (4 gp / day, 120 gp / month; yeoman, skilled craftsman)
+1 natural healing per day in civilized locations at this level or above.
Prosperous (10 gp / day, 300 gp / month; gentry, merchants, master craftsmen)
The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered.
Affluent (40 gp / day, 1200 gp / month; barons, merchant princes)
Sumptuous (200 gp / day, 6000 gp / month; dukes, princes)
Luxuriant (2000 gp / day, 60,000 gp / month; kings)
Opulent (???; emperors)
Temporary Lifestyle
Temporary Lifestyle
To pass as a higher tier for a little while (a set of clothes, paying to move in the right circles, etc), you must buy a week's worth of the given lifestyle level.
* To pass as a higher tier for a short time, or to prepare for a fancy occasion, you must pay for a week of the desired lifestyle tier.  This gets you a set of clothes, freedom to move in the right circles, suitable gifts, etc).
E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc.
** E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc.
Gain d4 usage, 2 stock of the lifestyle.  A use is either a notable event (going to a party, schmoozing, etc) or a week of routine / intermittent passing.
** Afterward, the clothes will get worn or go out of fashion, the luxuries are pawned, etc.
Afterward, the clothes will get worn, the luxuries pawned, etc.
Clothing
Once the first week of Lifestyle is paid for, you have suitable clothing for day-to-day life at your station.
A single suit of fancy garb for your station (suitable for fancy parties, ceremonies, etc) costs (10 x daily Lifestyle).


==Hirelings==


Livestock
'''Mercenaries''' (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)
Chicken (1 sp)
* Irregular, levy, goon (3 gp / month)
Cow (10 gp)
* Light infantry (6 gp / month)
Dog
* Heavy infantry (12 gp / month)
Hunting (10 gp)
* Light archers, slingers (9 gp / month)
War / Guard (75 gp)
* Longbow archers, crossbowmen (18 gp / month)
Goat (3 gp)
* Light cavalry (30 gp / month)
Hawk (20 gp)
* Horse archers (45 gp / month)
Pig (3 gp)
* Medium cavalry (45 gp / month)
Sheep (2 gp)
* Heavy cavalry (60 gp / month)
Ox (40 gp)


'''Specialists'''
* Alchemist (250 gp / month)
** Can act as an assistant in arcane research.
* Animal Trainer (25 - 250 gp / month)
** Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures.
* Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear)
** For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance.
* Engineer (250 gp / month)
** 1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value.
* Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges)
* Medic (25gp / month)
** Has the Healer 1 feat
* Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month)
* Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month)
* Entertainer / rumor-monger / publicist (25 gp / month)
* Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month)
* Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp)
** Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.


Land Transport
==Transport==
Beasts of Burden
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Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge)
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Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap)
===Land Transport===
Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap)
'''Beasts of Burden'''
Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium)
* Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge)
Mounts
* Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap)
Heavy war mount (goat, scarab, horse) (700 gp)
* Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap)
Medium war mount (goat, scarab, horse, camel) (250 gp)
* Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium)
Medium riding mount (goat, horse, camel) (40 gp)
Light war mount (oryx, horse, camel) (150 gp)
Light riding mount (oryx, horse, camel) (75 gp)
Mount Accessories
Common tack, harness, and saddle (5 gp for medium or large mount)
War saddle (20 gp for medium or large beast)
Exotic saddle (60 gp for unusual or huge beasts)
Saddlebags (5 gp)
Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight)
Caparison (20 gp)
Conveyances
Cart / Wagon
Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered)
Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Coach / Carriage (100+ gp, roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Sled (as Small or Large Cart, but suitable for snow-covered ground instead)
Chariot (50+ gp, roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)


'''Mounts'''
* Heavy war mount (goat, scarab, horse) (700 gp)
* Medium war mount (goat, scarab, horse, camel) (250 gp)
* Medium riding mount (goat, horse, camel) (40 gp)
* Light war mount (oryx, horse, camel) (150 gp)
* Light riding mount (oryx, horse, camel) (75 gp)


Watercraft
'''Mount Accessories'''
Barge
* Common tack, harness, and saddle (5 gp for medium or large mount)
100 gp per 10' x 10' section, up to 30' x 40', river-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed
* War saddle (20 gp for medium or large beast)
Raft
* Exotic saddle (60 gp for unusual or huge beasts)
1-3 days labor per 10' x 10' section, up to 30' x 40', river-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed
* Saddlebags (5 gp)
Keelboat
* Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight)
4000 gp, river-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed
* Caparison (20+ gp)
Roofed cabin (+1000 gp)
Sailing Boat
2000 gp, 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed
Ship's Launch
40 gp, coast-worthy, 15-20' long, 4-5' beam, 1-2' draft, 50 stone (if portaged or loaded on a ship), 150 stone cargo, 18 miles per day rowed
Canoe / Rowboat
40 gp, river-worthy, 15' long, 5' beam, 1' draft, 5 stone (if portaged or loaded on a ship), 60 stone cargo, 18 miles per day rowed
Galley
Small: 10,000 gp, sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed
Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost)
Large: 30,000 gp, sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed
Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost)
War: 60,000 gp, sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed
Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck)
Longship
15,000 gp, sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed
Sailing Ship
Small: 10,000 gp, sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed
Armaments: warship (+5000 gp, reinforced hull, 25 marines)
Large: 20,000 gp, sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed
Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)


'''Conveyances'''
* Cart / Wagon
** Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered)
** Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
** Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
* Coach / Carriage (100+ gp)
** Roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered
* Sled (as Small or Large Cart, but suitable for snow-covered ground instead)
* Chariot (50+ gp)
** Roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)


Arms & Armor Mechanics
| style="border: hidden; vertical-align: top; background: none;" |
Armor
The exact makeup of a suit of armor can vary (leather, hides, mail of varying thicknesses and layers, plates, etc.
Light (1 enc, +2 defense)
Can be worn while sleeping.
Medium (3 enc, +4 defense, Clumsy 15 / +2 DEX)
Can't fly by natural means (wings), and have +D to swimming checks.
The padding worn under medium armor counts as light armor when worn by itself.
Heavy (5 enc, +6 defense, Clumsy 13 / +1 DEX)
Can't swim or fly by natural means.
The padding worn under heavy armor counts as light armor when worn by itself.
Shield (1 enc, +2 defense if aware of the threat, +1 to Dex Saves against beams, blasts, and bolts)


===Watercraft===
* Barge (100 gp per 10' x 10' section, up to 30' x 40')
** River-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed
* Raft (1-3 days labor per 10' x 10' section, up to 30' x 40')
** River-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed
* Keelboat (4000 gp)
** River-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed
** Roofed cabin (+1000 gp)
* Sailing Boat (2000 gp)
** 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed
* Canoe / Rowboat / Ship's Launch (40 gp)
** River-worthy, 15-20' long, 4-5' beam, 1-2' draft, 30 stone (if portaged or loaded on a ship), 120 stone cargo (each person is 15 stone), 18 miles per day rowed


Weapons
* Galley (small: 10,000 gp, large: 30,000 gp, war: 60,000 gp)
Melee
** Small: sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed
Simple
*** Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost)
Unarmed Strike: 1h light, d2 crushing, forceful / agile, short, unarmed
** Large: sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed
Crude Weapon: d4 varies, may be forceful or agile, may be short or long
*** Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost)
A normal weapon can be used as a Crude Weapon to deal crushing damage (pommel strike, flat of blade, haft club).
** War: sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed
Improvised weapons (bar stools, broken bottles, etc) break if they deal 4+ damage.  Cudgels, pitchforks, weapon hafts, pommels, brass knuckles, etc do not.
*** Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck)
Light
 
Dagger: 1h light, d4 piercing / slashing, agile, short, thrown, range 20 / 40 / 60
* Longship (15,000 gp)
Hatchet, chakram: 1h light, d4 slashing, agile or forceful, short, thrown, range 20 / 40 / 60
** Sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed
Throwing club / hammer: 1h light, d4 crushing, agile or forceful, short, thrown, range 20 / 40 / 60
 
One-Handed
* Sailing Ship (small: 10,000 gp, larger: 20,000 gp)
Sword, scimitar: 1h normal, d6 piercing / slashing, forceful / agile, long
** Small: sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed
Battleaxe: 1h normal, d6 slashing, forceful, long, impact
*** Armaments: warship (+5000 gp, reinforced hull, 25 marines)
Mace, warhammer, flail: 1h normal, d6 crushing, forceful, long, impact
** Large: sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed
Spear: 1h normal, d6 piercing, forceful, polearm, thrown, range 30 / 60
*** Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)
Whip / chain: 1h normal, d4 crushing, entangling, agile, long / reach
Shield: 1h normal, d4 crushing, forceful, short, +2 defense, +1 Dex Save vs beams, blasts, and bolts.
Two-Handed
Greatsword: 2h heavy, d10 piercing / slashing, forceful, long
Greataxe: 2h heavy, d10 slashing, forceful, long, impact
Maul: 2h heavy, d10 crushing, forceful, impact
Pike: 2h heavy, d10 piercing, forceful, reach, polearm
Glaive, halberd: 2h heavy, d10, piercing / slashing, forceful, reach, polearm
Quarterstaff: 2h normal, d6, crushing, forceful / agile, long, cheap
Ranged
Missile
Short Bow: 2h normal, d6 piercing, agile, range 60 / 150 / 300, ammo
Long Bow: 2h heavy, d10 piercing, agile, range 60 / 150 / 300 / 600, can't be used mounted, expensive, ammo
Light Crossbow: 2h normal, d8 piercing, agile, range 60 / 150 / 300, ammo, loading
Heavy Crossbow: 2h heavy, d12 piercing, agile, range 60 / 150 / 300 / 600, expensive, ammo, loading
Hand Crossbow: 1h compact, d2 piercing, agile, range 30 / 60 / 150, expensive, ammo, loading
Sling: 2h (effectively) compact, d6 crushing, agile, range 60 / 150 / 300, ammo, very cheap, cheap ammo
Blowgun: 2h normal, 1d2 piercing, agile, range 30 / 60 / 150, ammo, loading, cheap
Thrown
Javelin: 1h light, d6 piercing (d4 in melee), agile or forceful, thrown, range 30 / 60 / 150, cheap
Shuriken: 1h compact (no actual weapon, just ammo), d2 piercing, agile, thrown, range 30 / 60, ammo
Net: 1h normal, entangling, agile or forceful, thrown, 10 range / 20 / 30, cheap
Qualities
Weapon
Damage
Die: 0, 1, d2, d4, d6, d8, d10, d12, d12+1...
Type
Crushing: good for shattering things.  Amorphous or squishy creatures may be resistant or immune.
Slashing: good for severing things.  Amorphous creatures may be resistant or immune.
Piercing: good for impaling things.  Amorphous, unliving creatures (undead, constructs), and sturdy inanimate objects may be resistant or immune.
Weapon Length / Range
Short: basic threat range for your size (5' for Medium size)
Requires almost no room to wield.  You do not threaten targets with greater reach who also threaten you.  Fairly concealable.
Effective while grappling (+A to attack if enemy has a longer weapon, is unarmed, or otherwise limited in movement).
Long: basic threat range for your size
Requires 5' of room to wield without disadvantage.
Take +D to attack while grappling.
Reach: +5' threat range.
Requires 10' of room to wield without disadvantage, except in special circumstances (e.g. using a spear to hold off foes coming down a narrow passage).
Can't be used while grappling (and you do not threaten with it).
Range A / B... / X: the weapon can be thrown or it fires projectiles.
It has range bands of A, B etc, with max effective range X.  Often the weapon can reach up to 2X in pure range, but without accuracy and/or force.
Style
Forceful: attack using Vigor.
Agile: attack using Dexterity.
Encumbrance
Light: a single weapon of this type is weightless.  Carrying more than one takes up 1 enc per 3 weapons.
Compact: this weapon and its first 20 ammo takes up 1 enc.  Additional ammo has normal encumbrance.
Normal: 1 enc.
Heavy: 2 enc.  Wielders of size Small take +D on attacks with it, and even smaller creatures can't use it at all.
Handedness
1H: requires one hand to wield.
2H: requires two hands to wield, though it can often be carried in just one.
Miscellaneous
Polearm: can be used to Set Against Change.
Impact: adequate for smashing through durable objects, such as doors.
Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
Ammo: the weapon requires ammunition to operate (arrows, bolts, stones, etc).  20 ammo take up 1 enc.
Track hits with ammo weapons.  For misses, mark off 1 ammo (assumed broken or lost).  Hits are recovered with a minute or so of effort after combat.  They are marked off if you flee.
When you return to civilization, pay for a full replacement of your ammo (covering all the cracked, blunted, etc ammo that needs to be replaced).
Thrown: thrown weapons are tracked individually.
After combat, it is usually trivial to recover them in a minute or so after combat.  They are abandoned if you flee.
Loading: the weapon can be loaded once per turn, which requires both hands, provokes, and is interrupted on a hit.  It can be carried in loaded in one hand.
Unarmed: +D to defense when fighting an armed opponent.
Armor
Clumsy X: the wearer's Dexterity (and thus Dexterity bonus and DEX) are capped at X for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, agile attacks, and bonus to Dex Saves.
Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.


|}


Hirelings
==Livestock==
Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)
* Chicken (1 sp)
Irregular, levy, goon (3 gp / month)
* Cow (10 gp)
Light infantry (6 gp / month)
* Dog
Heavy infantry (12 gp / month)
** Hunting (10 gp)
Light archers, slingers (9 gp / month)
** War / Guard (75 gp)
Longbow archers, crossbowmen (18 gp / month)
* Goat (3 gp)
Light cavalry (30 gp / month)
* Hawk (20+ gp)
Horse archers (45 gp / month)
* Pig (3 gp)
Medium cavalry (45 gp / month)
* Sheep (2 gp)
Heavy cavalry (60 gp / month)
* Ox (40 gp)
Specialists
Alchemist (250 gp / month)
Can act as an assistant in arcane research.
Animal Trainer (25 - 250 gp / month)
Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures.
Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear)
For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance.
Engineer (250 gp / month)
1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value.
Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges)
Medic (25gp / month)
Has the Healer 1 feat
Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month)
Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month)
Entertainer / rumor-monger / publicist (25 gp / month)
Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month)
Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp)
Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.

Latest revision as of 16:36, 3 May 2023

Red Age > Rules > Equipment

Inventory

Storage

Items can be Readied, Carried, Worn, or Stowed.

  • Readied: you can have up to (Wits or Dexterity / 2) Readied items (rounded up), in belts, bandoleers, pockets, sheaths, etc.
    • You can access Readied items freely, though using them requires a suitable action.
    • Weapons, shields, and ammunition need to be Readied to draw promptly.
  • Carried: items are already in hand.
    • Carried items can be dropped as a free action.
    • Sometimes a bulky item will have to be Carried, in addition to its encumbrance.
  • Worn: gloves, clothes, rings, helmets, cloaks, armor, etc.
    • Worn items do not need to be Readied to use, and apart from armor, most wearable items have 0 encumbrance while Worn.
    • You are limited in how much you can wear according to logic.
  • Stowed: all other items carried are Stowed; stored in packs, jumbled in sacks, lashed to you, etc.
    • To access a Stowed item in haste, first take an Action and roll 1d6 - (DEX or WIT), min 0. This is the number of additional Actions it will take to unearth (if 0, you have it immediately).
    • Once you see how long it will take, if you choose to cut straps, dump out bags, etc to hastily paw through your Stowed gear, halve the additional time it will take, rounding down. Dumped items may smash, roll aside and be lost, etc, and if you flee, it will be left behind (it will take a Brief Rest to regather and pack up again).

Encumbrance

Items have an encumbrance value.

  • 0 enc) small items that are effectively weightless, unless in very large quantities.
    • Most gems, rings and other small jewelry or trinkets, talismans.
  • Light enc) small items with negligible weight (0 encumbrance), unless carried in bulk. If you have more than one, treat it as having 1 encumbrance.
    • Less than 250 coins, a wand, a dagger, a hip flask, a potion bottle, a folded up sack, 10 or fewer ammunition, a piece of folded up clothing (gauntlets, cloak, hat).
  • 1 enc) most items of significant size.
    • Most weapons, toolkits, waterskins, spellbooks, coils of rope, shields, 500 coins, 20 ammunition (and quiver/pouch), 10 iron spikes.
  • 2+ enc) heavy and/or bulky items.
    • Heavy weapons (2), medium armor (3), heavy armor (5), large treasure such as tapestries, chest, crates, statues, etc.

Containers

  • Small containers (pouches, etc) are negligible and don't need to be tracked. Just assume they're there.
  • You can have up to 2 large containers (packs, large sacks) as weightless items. Additional sacks have encumbrance 1.
  • If you want, you can note what items are in a container, allowing them to all be dropped or picked up collectively in a hurry.

Load

Your Load is how much your current encumbrance affects you.

  • For every size above Medium, double your Vigor for purposes of Load. For every size step below, halve it.

Load Level

  • Light
    • Up to Vigor / 2 (rounding up)
    • No effects.
  • Medium
    • Up to Vigor
    • Take +D to mobility skill checks such as swimming, climbing, and jumping. Winged creatures can't fly.
  • Heavy
    • Up to 1.5 x Vigor (rounding up)
    • Take +D on all Dex and Vigor stat, skill, save, attack, and effect checks. Take +D on initiative. You cannot swim. Winged creatures can't fly. Slowed +1x (combat and exploration speed halved).
    • Long distance travel may incur more fatigue.
  • Overburdened
    • Up to 3 x Vigor, or 30 x Vigor pounds
    • As Heavy Load, but you can only move 5' a turn. You are dragging, pushing, or staggering beneath the load.
    • After pushing or dragging for 10 minutes, every further 10 minutes, +1d10 Fatigue (Vigor save DC 13 for half). A Brief Rest resets this count. Carrying causes immediate fatigue, without the initial 10 minute grace period.

Attunement

Some magical items require attunement to the bearer's spirit to use.

  • A character may have up to (1 + HALF + SPT) attuned items (min 1).
  • Attunement may require special actions (a particular ritual, slaying something with it, a full moon, etc). By default, it requires a Long Rest including meditation / contemplation of the item.
  • If you've reached your limit, you can (usually) relinquish an item of your choice as part of attuning a new one.
  • An item can only be attuned to a single character at a time, and attunement ends if another attunes to it.

Group Inventory

  • Donated Slots
  • Encumbrance
  • Random Localization
  • Readiness Points

Equipment

Weapons

Melee

  • Simple
    • Unarmed Strike: 1h, d2 crushing, forceful / finesse, short, unarmed
    • Makeshift (pitchfork, grain flail, club, cudgel): 1h normal, d4 crushing, piercing, or slashing, forceful, long, very cheap
  • Light
    • Dagger: 1h light, d4 piercing / slashing, finesse, short, thrown, range 20 / 40 / 60, cheap
    • Hatchet, chakram: 1h light, d4 slashing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
    • Throwing club / hammer: 1h light, d4 crushing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
    • Blackjack, cestus: 1h light, d4 crushing, finesse, short, cheap
  • One-Handed
    • Sword, scimitar: 1h normal, d6 piercing / slashing, forceful / finesse, long
    • Battleaxe: 1h normal, d6 slashing, forceful, long, impact
    • Mace, warhammer, flail: 1h normal, d6 crushing, forceful, long, impact
    • Spear: 1h normal, d6 piercing, forceful, polearm, thrown, range 30 / 60 / 150
    • Whip / chain: 1h normal, d4 crushing, entangling, finesse, long / reach
  • Two-Handed
    • Greatsword: 2h heavy, d10 piercing / slashing, forceful, long
    • Greataxe: 2h heavy, d10 slashing, forceful, long, impact
    • Maul: 2h heavy, d10 crushing, forceful, impact
    • Pike: 2h heavy, d10 piercing, forceful, reach, polearm
    • Glaive, halberd: 2h heavy, d10, piercing / slashing, forceful, reach, polearm
    • Quarterstaff: 2h normal, d6, crushing, forceful / finesse, long, cheap


Ranged

  • Missile
    • Short Bow: 2h normal, d6 piercing, agile, range 60 / 150 / 300, ammo
    • Long Bow: 2h heavy, d10 piercing, agile, range 60 / 150 / 300 / 600, can't be used mounted, expensive, ammo
    • Light Crossbow: 2h normal, d8 piercing, agile, range 60 / 150 / 300, ammo, loading
    • Heavy Crossbow: 2h heavy, d12 piercing, agile, range 60 / 150 / 300 / 600, expensive, ammo, loading
    • Hand Crossbow: 1h compact, d2 piercing, agile, range 30 / 60 / 150, expensive, ammo, loading
    • Sling: 2h (effectively) compact, d6 crushing, agile, range 60 / 150 / 300, ammo, very cheap, cheap ammo
    • Blowgun: 2h normal, 1d2 piercing, agile, range 30 / 60 / 150, ammo, loading, cheap, cheap ammo
  • Thrown
    • Javelin: 1h light, d6 piercing (d4 in melee), agile or forceful, thrown, range 30 / 60 / 150, cheap
    • Shuriken: 1h compact (no actual weapon, just ammo), d2 piercing, agile, thrown, range 30 / 60, ammo
    • Net: 1h normal, entangling, agile or forceful, thrown, 10 range / 20 / 30, cheap


Weapon

  • Very Cheap Melee (5 sp)
    • Club
  • Cheap Melee (2 gp)
    • Quarterstafff, dagger, hatchet, chakram, throwing club / hammer
  • Normal Melee (10 gp)
    • Sword, scimitar, battleaxe, mace, warhammer, flail, spear, whip / chain
  • Heavy Melee (20 gp)
    • Greatsword, greataxe, maul, pike, glaive, halberd
  • Very Cheap Ranged (5 sp)
    • Sling
  • Cheap Ranged (2 gp)
    • Blowgun, javelin, net
  • Normal Ranged (20 gp)
    • Shortbow, light crossbow
  • Expensive Ranged (50 gp)
    • Longbow, heavy crossbow, hand crossbow
  • Ammo
    • 20 Ammo (7 ammo is light, 1 sp per ammo)
    • Arrows, quarrels, shurkiens
    • 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
    • Bullets

Qualities Weapon Damage

  • Die: 0, 1, d2, d4, d6, d8, d10, d12, d12+1...

Type

  • Crushing: good for shattering things. Amorphous or squishy creatures may be resistant or immune.
  • Slashing: good for severing things. Amorphous creatures may be resistant or immune.
  • Piercing: good for impaling things. Amorphous, unliving creatures (undead, constructs), and sturdy inanimate objects may be resistant or immune.

Weapon Length / Range

  • Short: basic threat range for your size (5' for Medium size)
    • Requires almost no room to wield. You do not threaten targets with greater reach who also threaten you. Fairly concealable.
    • Effective while grappling (+A to attack if enemy has a longer weapon, is unarmed, or otherwise limited in movement).
  • Long: basic threat range for your size
    • Requires 5' of room to wield without disadvantage.
    • Take +D to attack while grappling.
  • Reach: +5' threat range.
    • Requires 10' of room to wield without disadvantage, except in special circumstances (e.g. using a spear to hold off foes coming down a narrow passage).
    • Can't be used while grappling (and you do not threaten with it).
    • Range A / B... / X: the weapon can be thrown or it fires projectiles.
    • It has range bands of A, B etc, with max effective range X. Often the weapon can reach up to 2X in pure range, but without accuracy and/or force.

Style

  • Forceful: attack using Vigor.
  • Finesse: attack using Dexterity.

Encumbrance

  • Light: a single weapon of this type is weightless. Carrying more than one takes up 1 enc per 3 weapons.
  • Compact: this weapon and its first 20 ammo takes up 1 enc. Additional ammo has normal encumbrance.
  • Normal: 1 enc.
  • Heavy: 2 enc. Wielders of size Small take +D on attacks with it, and even smaller creatures can't use it at all.

Handedness

  • 1H: requires one hand to wield.
  • 2H: requires two hands to wield, though it can often be carried in just one.

Miscellaneous

  • Polearm: movement also provokes when moving *into* a threatened space from an unthreatened one.
    • In this situation, an OA against a target that is charging, dashing, leaping, or otherwise using enhanced movement deals +A damage.
  • Impact: adequate for smashing through durable objects, such as doors.
  • Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
  • Ammo: the weapon requires ammunition to operate (arrows, bolts, stones, etc). 20 ammo take up 1 enc.
    • Track hits with ammo weapons. For misses, mark off 1 ammo (assumed broken or lost). Hits are recovered with a minute or so of effort after combat. They are marked off if you flee.
    • When you return to civilization, pay for a full replacement of your ammo (covering all the cracked, blunted, etc ammo that needs to be replaced).
  • Thrown: thrown weapons are tracked individually.
    • After combat, it is usually trivial to recover them in a minute or so after combat. They are abandoned if you flee.
  • Loading: the weapon can be loaded once per turn, which requires both hands, provokes, and is interrupted on a hit. It can be carried in loaded in one hand.
  • Unarmed: +D to defense when fighting an armed opponent.
  • Improvised: breaks it deals 4+ damage in a single hit (bar stools, broken bottles, etc).

Price

  • Very Cheap Melee (5 sp)
  • Cheap Melee (2 gp)
  • Normal Melee (10 gp)
  • Heavy Melee (20 gp)
  • Very Cheap Ranged (5 sp)
  • Cheap Ranged (2 gp)
  • Normal Ranged (20 gp)
  • Expensive Ranged (50 gp)
  • Ammo
    • 20 Ammo (7 ammo is light, 1 sp per ammo)
    • Arrows, quarrels, shurkiens
    • 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
    • Bullets


      • A normal weapon can be used as a Crude Weapon to deal crushing damage (pommel strike, flat of blade, haft strike).


Armor

  • The exact makeup of a suit of armor can vary (leather, hides, mail of varying thicknesses and layers, plates, etc.
  • Clumsy X / Y: the wearer's Dexterity bonus is capped at X, and their DEX at Y, for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, finesse attacks, and Dex Saves.
    • Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.

Armor Types

  • Light (1 enc, +2 defense, 20 gp)
    • Can be worn while sleeping.
  • Medium (3 enc, +4 defense, Clumsy +5 / +2 DEX, 75 gp)
    • +D to swimming checks.
    • The padding worn under medium armor counts as light armor when worn by itself.
  • Heavy (5 enc, +6 defense, Clumsy +3 / +1 DEX, 200 gp)
    • Can't swim. Winged creatures can't fly.
    • The padding worn under heavy armor counts as light armor when worn by itself.
  • Shield (1 enc, +2 defense if aware of the threat, 10 gp)
    • If used to bash: 1h normal, d4 crushing, forceful, short
    • +1 to Dex Saves against beams, blasts, and bolts

Supplies

Provisions

  • Water conveyance (1 slot per day capacity, 1sp per slot)
  • Travel rations (1 supply = 1 slot, lasts 10 days, 5 gp)
    • Meat-only travel rations (1 supply = 1 slot, lasts 10 days, 15 gp)
  • Animal feed (1 supply = 2 slots, lasts 10 days, 1 gp)
  • Water purification tablets (20 uses is 1 slot, 2 gp per use, alchemic, each use purifies mundane pathogens from 1 day of water, tastes a bit weird)
  • Nutrient bars (30 days is 1 slot, 5 gp per day, alchemic, sustaining but not very satisfying)

Lighting

  • Bundle of Candles (1 day is light, 1 gp per day)
    • Provides 5' of Bright Light with a 10' penumbra of Dim Light. Easily extinguished by wind, rain, or being dropped.
  • Candle Lantern (light, 5 sp)
    • Holds a candle, diffusing its light somewhat, and providing some protection from wind with a paper or cloth shroud. Can be mounted on poles and held aloft or poked into places.
    • Can be hooded down to 5' Dim Light). This can be overlooked at distances beyond 30' (60' w/ Nightvision).
  • Bundle of Torches (1 day is 1 slot, 1 gp per day)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing, d2 flame); 2-in-6 chance of breaking or extinguishing. Strong wind, rain, or water can extinguish a torch. Dropping a torch sometimes extinguishes it.
  • Lantern / Lamp (1 slot, 2 gp)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be mounted on a pole to be held aloft or poked into places.
    • Lanterns are relatively fragile, and may shatter if thrown or dropped. They are fairly resistant to wind and rain, but may be extinguished in extreme cases.
    • Lantern oil is not dramatically flammable, but a lantern deals d4 fire damage if smashed against a target, after which it is extinguished.
  • Hooded Lantern (1 slot, 5 gp)
    • As Lantern, and can be lowered to control light and penumbra in 5' increments, or fully hooded to provide 5' of Dim Light.
  • Bullseye Lantern (1 slot, 10 gp)
    • As Lantern, and reflector can direct light into a 60 degree cone of 40' of Bright Light and a penumbra of 40' of Dim Light)
  • Oil Flask (1 flask (quart) is light, 5 sp, 1 flask fuels a lantern for 1 day)
    • Coats a 5' x 5' patch, fuels a lantern for 1 hour, and can be negligibly tapped to care for gear, oil hinges, etc. Not dramatically flammable; vegetable, fish, or comparable synthetic oil.
  • Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination)
    • Provide 5' Dim Light and can be shrouded to make it directional or conceal it entirely. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
    • Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at at a distance of 15' or more (30' w/ Nightvision or Darkvision).
  • Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing); 2-in-6 chance of breaking. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Flare (light, 2 gp, alchemic, 10 min illumination)
    • Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light. Deals d4 fire damage on contact. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Matches (weightless, 2 gp, 10 stock, alchemic)

Travel

  • Coil of Rough Rope (1 slot, 1 gp, 50')
  • Coil of Woven Rope (1 slot, 10 gp, 100')
  • Chain (1 slot, 5 gp, 10')
  • Iron Spikes (1 slot, 1 gp, 10 spikes, hammer not included)

Containers

  • Backpack (2 gp, 1 slot (empty))
  • Pouch (5 sp)
  • Small sack (3 sp, light (empty), holds 2 slots)
  • Large sack (8 sp, light (empty), holds 6 slots)
  • Basket (3 sp)
  • Crate (5 sp)
  • Lockbox (5 gp)
  • Chest (25 gp)
  • Flask, tankard (1 sp)
  • Jug, pitcher, bucket (1 sp)
  • Bottle (light, 2 gp (glass), 5 sp (clay))
  • Vial (weightless, 1 gp (glass), 2 sp (clay))
  • Iron pot (1 slot, 2 gp)
  • Barrel (3 sp, 20 gallons)

Tools

Hand Tools

  • Hammer (light, 1 gp)
  • Mining pick (1 slot, 2 gp)
  • Sledgehammer (1 slot, 2 gp)
  • Shovel (1 slot, 2 gp)
  • Crowbar (1 slot, 2 gp)
  • Grappling hook (light, 25 gp)
  • 10' pole (1 slot, 1 sp)
  • 10' ladder (2 slots, 5 sp)
  • Block and tackle (1 slot, 5 gp, rope not included)
  • Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them)

Toolkits

  • Adventuring
  • Healer's kit (1 slot, 10 gp, 10 stock)
  • Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc)
  • Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc)
  • Fishing gear (1 slot, 1 gp)
  • Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately)
    • When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed)
  • Tent (2 slots, 20 gp, sleeps 5)
  • Heavy blanket (1 slot, 2 gp, cold-weather suitable)

Crafting

  • Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox)
  • Craftsman's kit
    • Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver)
    • Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic)
  • Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter)
  • Portable forge (3 slots, ??? gp, requires coal, tools not included)

Skullduggery

  • Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc)
  • Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc)
  • Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc)

Restraints & Impediments

  • Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune)
  • Bear trap (1 slot, 5 gp)
  • Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size)
  • Lock and key (light, 10 gp (cheap), 20 gp (decent), or more)

Writing

  • Paper (1 sp per sheet)
  • Book (light (small journal) or 1 slot (tome), 5 or 20 gp)
  • Scroll case (light, 1 gp)
  • Signet ring (weightless, 5+ gp)

Measuring & Observing

  • Hourglass (light, 25 gp)
  • Magnifying glass (light, 100 gp)
  • Spyglass (light, 1000 gp)
  • Merchant's balance (light, 5 gp)
  • Mirror (steel 5 gp, silver 25 gp, light, hand-sized)
  • Abacus (light, 2 gp)
  • Signal whistle (weightless, 1 gp)
  • Hand bell, bullroarer (light, 1 gp)
  • Semaphore flag (1 slot, 1 gp)

Entertainment

  • Dice (weightless, 5 sp)
  • Gaming set (light, 1 gp; chess, etc)
  • Deck of cards (weightless, 1 gp)
  • Musical instrument
    • Simple (light, 2 gp, wooden pipes, small drum, etc)
    • Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc)

Magical Paraphernalia

Panoply

  • Implement
    • Small (wand, orb, amulet, holy symbol, etc; light, 10 gp)
    • Large (as mace, staff, dagger, etc; 10 gp or as weapon)
    • Improved: the implement becomes a vessel crafted to hold specific spells, which can be cast as if prepared by the wielder (1 spell: +50 gp, 2 spells: +500 gp, 3 spells: +5000 gp, 4 spells: +50,000 gp)
  • Garb
    • Raiment (weightless, worn, clothing, 10 gp)
    • Vestments (weightless, worn, clothing; or as armor, 10 gp)
    • Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp). Enhancements are permanently worked into the raiment and only work for its attuned wielder.
      • Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement)
      • Preservation (once per Long Rest per Preservation enhancement, take +A to save against a spell, chosen before rolling the save)
      • Barrier (gain (Power+enhancements) tHP when you cast a spell)
      • Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment)
      • Ravage (+1 damage per die to a (enhancement) spell damage types)
      • Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s)
      • Fortune (after a Long Rest, roll a d20 and keep its value. You may swap this value for a d20 roll you make or which is made against you during the following day, after seeing the roll)
  • Talisman (weightless or 1 enc; cannot normally be purchased)

Components

  • Ritual Components (value and weight measured in coin)
  • Ritual Kit (1 slot, 10 stock)
    • Apprentice (Power 0-2, 25 gp)
      • An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing them. Each week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restore 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch.
    • Journeyman (Power 3-4, 250 gp, only a 2-in-6 chance of using up a stock with an Apprentice level spell)
      • Some Fonts of Power may be harvested for materials to replenish stock.
    • Master (Power 5+, 2500 gp, only a 2-in-6 chance of using up a stock with an Journeyman level spell, and 1-in-6 with an Apprentice spell)
      • Rare Fonts of Power may be harvested for materials to replenish stock.

Vessels (inscribing binding sigils for a spell takes 1 hour and access to a ritual kit, but does not cost stock from it)

  • Scroll (light, fragile, holds 1 spell, 5 sp)
  • Small Durable Vessel (figurine, crystal, runestone, etc) (light, holds 1 spell, 5 gp)
  • Tome (1 slot, fragile, holds 10 spells, 20 gp)
  • Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells)

Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features

Compounds

  • Holy Water / Oil / Dust (light, 50 gp)
    • Various substances that gradually collect at shrines or other sites where divine power lingers. It deals 2d6 spirit damage to eldritch beings (aberrations, demons, elementals, undead) on a direct hit. Those within 5' must Dex save DC 13 or take 1d6 spirit. Application to corrupted places, objects, or people may help purify, or at least damp, malign effects.
  • Blessed Incense (light, 50 gp)
    • Emits a sanctified smoke that fills a 10' radius area after a minute of burning (wind can disperse it) and lasts 10 minutes. Affronts to nature (aberrations, demons, elementals, undead) of level 4 or lower won't willingly enter it, and those of higher level must Spirit save DC 13 to do so. Those within the cloud have +A to saves against such creatures.

Alchemics

Tools

  • Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included)
  • Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely)
  • Reagents (500 reagents per slot, 1 reagent per gp; can be used as gp with the Alchemist feat and a kit or lab to create alchemic products)
  • Alchemics (drugs, poisons, etc)

Lifestyle

  • Wretched (5 cp/day or 1.5 gp/month; peons)
    • Take -1 HP per level. Wretched counts as a Poor Condition for healing and recovery.
    • Take +D on resistance against poison, disease, and fatigue.
    • You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen.
    • Each mount, livestock, pack animal, and land conveyance counts as an expensive item. Small watercraft count as expensive items, and bigger ones cannot be owned.
  • Meager (1 sp/day or 3 gp/month; manual laborers, peddlers)
    • You can only keep 6 expensive items in good condition.
  • Modest (1 gp/day or 30 gp/month; craftsmen)
    • The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered.
  • Adequate (4 gp/day or 120 gp/month; yeoman, skilled craftsman)
    • +1 natural healing per day in civilized locations at this level or above.
  • Prosperous (10 gp/day or 300 gp/month; gentry, merchants, master craftsmen)
    • The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered.
  • Affluent (40 gp/day or 1200 gp/month; barons, merchant princes)
  • Sumptuous (200 gp/day or 6000 gp/month; dukes, princes)
  • Luxuriant (2000 gp/day or 60,000 gp/month; kings)
  • Opulent (???; emperors)

Temporary Lifestyle

  • To pass as a higher tier for a short time, or to prepare for a fancy occasion, you must pay for a week of the desired lifestyle tier. This gets you a set of clothes, freedom to move in the right circles, suitable gifts, etc).
    • E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc.
    • Afterward, the clothes will get worn or go out of fashion, the luxuries are pawned, etc.

Hirelings

Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)

  • Irregular, levy, goon (3 gp / month)
  • Light infantry (6 gp / month)
  • Heavy infantry (12 gp / month)
  • Light archers, slingers (9 gp / month)
  • Longbow archers, crossbowmen (18 gp / month)
  • Light cavalry (30 gp / month)
  • Horse archers (45 gp / month)
  • Medium cavalry (45 gp / month)
  • Heavy cavalry (60 gp / month)

Specialists

  • Alchemist (250 gp / month)
    • Can act as an assistant in arcane research.
  • Animal Trainer (25 - 250 gp / month)
    • Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures.
  • Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear)
    • For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance.
  • Engineer (250 gp / month)
    • 1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value.
  • Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges)
  • Medic (25gp / month)
    • Has the Healer 1 feat
  • Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month)
  • Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month)
  • Entertainer / rumor-monger / publicist (25 gp / month)
  • Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month)
  • Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp)
    • Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.

Transport

Land Transport

Beasts of Burden

  • Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge)
  • Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap)
  • Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap)
  • Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium)

Mounts

  • Heavy war mount (goat, scarab, horse) (700 gp)
  • Medium war mount (goat, scarab, horse, camel) (250 gp)
  • Medium riding mount (goat, horse, camel) (40 gp)
  • Light war mount (oryx, horse, camel) (150 gp)
  • Light riding mount (oryx, horse, camel) (75 gp)

Mount Accessories

  • Common tack, harness, and saddle (5 gp for medium or large mount)
  • War saddle (20 gp for medium or large beast)
  • Exotic saddle (60 gp for unusual or huge beasts)
  • Saddlebags (5 gp)
  • Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight)
  • Caparison (20+ gp)

Conveyances

  • Cart / Wagon
    • Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered)
    • Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
    • Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
  • Coach / Carriage (100+ gp)
    • Roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered
  • Sled (as Small or Large Cart, but suitable for snow-covered ground instead)
  • Chariot (50+ gp)
    • Roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)

Watercraft

  • Barge (100 gp per 10' x 10' section, up to 30' x 40')
    • River-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed
  • Raft (1-3 days labor per 10' x 10' section, up to 30' x 40')
    • River-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed
  • Keelboat (4000 gp)
    • River-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed
    • Roofed cabin (+1000 gp)
  • Sailing Boat (2000 gp)
    • 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed
  • Canoe / Rowboat / Ship's Launch (40 gp)
    • River-worthy, 15-20' long, 4-5' beam, 1-2' draft, 30 stone (if portaged or loaded on a ship), 120 stone cargo (each person is 15 stone), 18 miles per day rowed
  • Galley (small: 10,000 gp, large: 30,000 gp, war: 60,000 gp)
    • Small: sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed
      • Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost)
    • Large: sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed
      • Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost)
    • War: sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed
      • Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck)
  • Longship (15,000 gp)
    • Sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed
  • Sailing Ship (small: 10,000 gp, larger: 20,000 gp)
    • Small: sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed
      • Armaments: warship (+5000 gp, reinforced hull, 25 marines)
    • Large: sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed
      • Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)

Livestock

  • Chicken (1 sp)
  • Cow (10 gp)
  • Dog
    • Hunting (10 gp)
    • War / Guard (75 gp)
  • Goat (3 gp)
  • Hawk (20+ gp)
  • Pig (3 gp)
  • Sheep (2 gp)
  • Ox (40 gp)