Equipment Tables

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Choosing Equipment

In Adventure's Edge choosing the right equipment is critical for survival. Characters are limited to what they can carry, and having the right tool for the task is important; you might need rope for climbing, lanterns for exploring the dark, food and water for travel, and warm bedrolls for surviving a frigid night. You'll need to know what you are planning for and often change out your kit for different adventures. This is a good time to collaborate with your team and possibly assign equipment roles. Having the means to start a fire, a good tent, and food for a hot meal are just as important as weapons, armor, arrows, and healing potions. 

Wealth and Money

Each character begins play with 300 +5d20 silver pieces that they can spend on equipment, plus any starting gear specified in the class description. All characters are assumed to start with at least one outfit of average quality and little else. The starting money represents possessions acquired over time and doesn’t include small trophies or knick-knacks with sentimental value.

Description SP/Day Example Professions
Labor - Unskilled 6 Laborer, Ditch Digger, Porter
Labor - Skilled 8 Lumberjack, Miner, Sailor, Prostitute
Labor - Specialized 25 Ship Officers (x2 for Captains or higher ranks)
Service - Basic 8 Carriage Driver, Baker, Skinner, Wet Nurse, Painter
Service - Skilled 10 Barber, Chef, Soldier/Guard, Priest, Tailor, Teacher
Service - Specialized 25 Doctor, Judge, Merchant, City Officials, Military Officers (x2-x3 for higher positions)
Service - Magical 150 Alchemist, Enchanter
Craftsman - Basic 7 Cobbler, Basket Maker, Brick Maker, Potter
Craftsman - Skilled 11 Carpenter, Cooper, Furrier, Blacksmith, Chandler
Craftsman - Specialized 15 Armorer, Locksmith, Weaponsmith, Glassblower
Craftsman - Master 25

Carrying Capacity

Characters can carry a number of small items equal to their strength stat without penalty. For each increment of carried gear beyond the first, they become progressively encumbered.

For example, a character with a strength of 12 can easily carry 12 small items, 6 Medium items, or 3 large items. If they carry more than that they become encumbered. For the second increment worth of items carried they are at a Medium load, and all attacks, athletics and conditioning checks are at -2. On the third increment of items carried they are at a Heavy load and -4, and then at the fourth increment they are at an extreme load and -6. This is the most that a character is able to carry.

Load Carried Penalty
1st increment carried Light Load No Penalty
2nd increment carried Medium Load -2
3rd increment carried Heavy Load -4
4th increment carried Extreme Load -6
Penalty applies to Attacks, Athletics, and Conditioning checks.

Item sizes double their slot use for each increment in size increase.

2 Tiny Items=1 Small Item

2 Small Items=1 Medium item

2 Medium Items=1 Large item (4 Small Items)

2 Large Items=1 Oversized Item (8 Small Items)

2 Oversized Items = 1 Heavy Item (16 Small items)

Table: Item Size / Weight ranges
Tiny Items <=1lb
Small Items 1 to 2 lbs
Medium Items 3 to 5 lbs
Large Items 6 to 15 lbs
Oversized 16 to 25 lbs
Heavy 26 to 50 lbs

Using mismatched sizes

It might be easy to think that a small person could pick up a Medium-sized arming sword and use it as a long sword, but the reality is the size of the handle and balance of the blade would render it useless to the smaller combatant. To represent this, each size category different between the weapon and attacker puts the attacker at -2 on attack, and the damage for the actual size of the weapon is the effective useful damage.

For example, if a Medium character picks up a small longsword, which does 1-6, they could try to use it as an arming sword. It retains the small statistics, such as weight and reach, but the size difference, the small grip and odd balance would put the Medium attacker at minus one edge.

Weapon Equipment Quality

The quality of a piece of equipment makes a significant difference in its effectiveness.

EquipmentQuality To Hit DamageRange DamageResistance BreakageScore PriceAdjustment
Tool Quality -1 -1 0 2
Poor Quality -1 -1 -1 -1 -50%
Standard Quality 0 0 0 0
Fine Quality 0 1 0 1 +50%
Magic +1 1 1 1 +5 calculated
Magic +2 2 2 2 +10 calculated
Magic +3 3 3 3 +15 calculated

Item Breakage and Wear

Weapons, armor, and shields in Adventure’s Edge are not indestructible. Equipment degrades under stress, heavy impact, and misuse. Breakage is intended to represent long-term wear and battlefield damage, not minor cosmetic scratches.

Every applicable item has a Breakage Score. This determines how much structural punishment the item can endure before becoming unusable.

Breakage Score and Damage Track

An item’s Breakage Score determines how many damage boxes it has.

When an item suffers breakage damage, mark one box.

Once an item reaches half of its Breakage Score (rounded up), any further damage is marked from the right side of the track. Damage marked on the right side represents structural failure.

  • Damage marked on the left side may be repaired in the field.
  • Damage marked on the right side requires professional repair or magic.
  • When all boxes are filled, the item is broken.

A broken item cannot be used for its intended purpose.

Some items may be repairable by a skilled craftsman. Others, once broken, are ruined beyond recovery without magic.

Weapons

Weapons suffer breakage primarily through mishaps and misuse.

A weapon takes 1 point of breakage damage when:

  • The attacker rolls a natural 1 and triggers a mishap result of 3–6 (Weapon Damage).
  • The weapon is deliberately targeted and struck successfully.
  • The weapon strikes a hardened surface such as stone, iron bars, or magical wards.
  • The weapon is subjected to destructive environmental effects such as acid, crushing force, or extreme heat.
  • The Gamemaster determines the weapon has suffered unusual stress.

Armor

Armor suffers breakage when it absorbs catastrophic impact.

When a combatant wearing armor is struck by a natural 20, the armor takes 1 point of breakage damage, regardless of whether the armor fully absorbs the attack.

Armor damage represents cracked plates, split seams, bent rings, or torn padding.

Shields

Shields degrade through active defense.

When a shield is used to parry an attack, the defender temporarily increases their Defense as normal.

If the final attack total falls within the shield’s parry margin — meaning the attack would have hit the defender’s base Defense but is stopped by the shield/parry bonus — the shield absorbs the blow and takes 1 point of breakage damage.

Shield breakage reflects cumulative structural impact.

Shields typically have higher Breakage Scores than weapons because they are designed to absorb repeated force.

Materials and Durability

Different materials affect durability. The Breakage Score listed for an item reflects its construction.

As a general guideline:

  • Crude or bone weapons have lower Breakage Scores.
  • Wooden weapons and shields are less durable than metal equivalents.
  • Steel versions typically have approximately double the durability of wooden versions.
  • Fine craftsmanship or superior alloys may increase Breakage further.

The Breakage Score listed in equipment tables already reflects material quality unless otherwise noted.

Magic Items

Magic reinforces structure.

A magic weapon or shield ignores a number of breakage damage equal to its enhancement bonus per combat. Damage beyond that threshold applies normally.

Magic armor ignores breakage damage from the first natural 20 it suffers each combat per point of enhancement bonus.

Magic items are still not indestructible, but they are far more resilient than mundane equipment.

Repairs

Field Repair:

  • Requires appropriate crafting proficiency.
  • Requires basic tools.
  • Removes damage marked on the left side only.
  • Takes one Exploration Interval per repair attempt.
  • May require materials at the Gamemaster’s discretion.

Professional Repair:

  • Requires a trained craftsman.
  • Can repair right-side damage if the item is not fully broken.
  • Costs coin and requires downtime.

Magic may restore breakage damage at the Gamemaster’s discretion.

Broken Items

When an item’s Breakage Score is fully depleted, it is broken.

  • Broken weapons cannot be used to attack.
  • Broken armor provides no protection.
  • Broken shields cannot be used to parry.

Improvised use of broken equipment is at the Gamemaster’s discretion and is typically ineffective.

Master Equipment List

Pricing note: Costs below are at source. In settlements, typical markup is +25% to +200% depending on scarcity, distance, and danger.

Animals and Mounts

Animals require:

  • 1 Feed per day (see Food section)
  • 40 Water per day (more in heat)
  • Rest
  • Shelter in severe cold

Animals accrue fatigue and exposure as characters do.

Mounts

Animal Cost Attack Type Carrying Capacity Notes
Riding Horse 300 6 mph (road) 200 lbs rider + gear Standard mount
Draught Horse 240 4 mph (road) 400 lbs (pulling) Wagon animal
War Horse 600 6 mph (road) 250 lbs Trained for combat

Notes

  • Mounted rider uses mount’s Attack Type.
  • Rough terrain reduces mounted Attack Type by 1–2 mph.
  • Dense forest and swamp may require dismount.
  • Overloaded mounts reduce Attack Type by 1 mph.
  • Draft animals pulling wagons cannot exceed wagon Attack Type.

Fatigue & Travel

Mounted travel reduces rider fatigue:

  • Riding at Normal pace counts as Light activity for rider.
  • Dexterity mounted travel counts as Moderate for rider.
  • Mount accrues fatigue normally.

Overworking mounts may cause:

  • Reduced Attack Type.
  • Refusal.
  • Injury (GM discretion).

Exposure

Mounts:

  • Suffer cold exposure below 30°F unless blanketed.
  • Cannot benefit from sleeping bags.
  • Require shelter in severe storms.
Item Cost Size Effect
Horse Blanket (Winter) 25 L Cold DR 2 for mount
Horse Blanket (Heavy Fur) 50 L Cold DR 3 for mount

Saddle Blanket (5 SP) prevents chafing; no exposure bonus.

Tack & Riding Gear

Item Cost Size Effect
Bit & Bridle 15 S Required for controlled riding
Saddle, Leather 75 L Required for extended riding
Combat Saddle 100 L +2 to mounted stability checks
Pack Saddle 50 L Required for cargo transport
Saddle Blanket 5 M Required for saddle use
Riding Crop 3 S +1 to Handle Animal checks
Horseshoe (Set of 4) 12 T Prevent rocky terrain penalty

Shoeing service: 20 SP (as listed in Services).

Storage

Item Cost Size Capacity
Saddlebags, Small 20 S 6 small items
Saddlebags, Medium 25 M 10 small items
Saddlebags, Large 30 L 14 small items

Capacity counts toward mount’s load.

Mounted Combat

  • War Horse ignores first Morale check in combat.
  • Riding Horse must make Morale check when wounded.
  • Draught Horse flees combat unless restrained.

Additional Pack & Work Animals

All animals:

  • Require 1 Feed per day (unless noted).
  • Require 40 Water per day (more in heat).
  • Accrue fatigue normally.
  • Suffer exposure normally.

Mule

Animal Cost Attack Type Carrying Capacity Notes
Mule 120 4 mph (road) 250 lbs Sure-footed; ignores rocky terrain penalty

Role: Ideal pack animal for mountains and rough terrain.

  • Less likely to panic than horse.
  • Cannot be ridden effectively (counts as uncomfortable mount; rider gains fatigue normally).

Donkey

Animal Cost Attack Type Carrying Capacity Notes
Donkey 60 3 mph 150 lbs Hardy; low feed requirement
  • Requires only ½ Feed per day.
  • Heavy but extremely durable.
  • Ideal for poor travelers or small caravans.

Donkey.png

Camel

Animal Cost Attack Type Carrying Capacity Notes
Camel 350 5 mph (desert) 300 lbs Desert adapted
  • Requires Water only every other day (unless exerted heavily).
  • Cold exposure below 40°F.
  • No swamp travel.

Excellent for desert campaigns.

Ox

Animal Cost Attack Type Carrying Capacity Notes
Ox 150 2 mph 800 lbs (pulling) eavy draft animal
  • Cannot be ridden.
  • Ideal for Heavy wagons.
  • Very slow but strong.
  • Requires 1.5 Feed per day.

War Dog

Animal Cost Attack Type Carrying Capacity Notes
War Dog 75 5 mph Trained for combat
  • Gains +2 to tracking checks.
  • Must make Morale check if handler falls.
  • Requires ½ Feed per day.
  • May assist in combat.

Pack Animal Comparison Summary

Animal Best Terrain Best Use
Riding Horse Roads / plains Dexterity travel
Draught Horse Roads Wagons
War Horse Open terrain Mounted combat
Mule Mountains Pack transport
Donkey Rural / poor caravans Budget pack
Camel Desert Long-distance arid travel
Ox Roads Heavy hauling
War Dog Any Guard / scout

Armor

Shield3.png

Armor Penalties are cumulative by body part - meaning add the torso penalty, then the leg penalty once, and the arm penalty once.

Example: A chainmail shirt -3, combined with chainmail arm greaves -1, and chainmail leg greaves -1, would result in a -5 total penalty. Armor Training reduces this penalty by 3, Advanced Armor training by 3 more.

Armor penalties apply to attacks and athletic checks.

Armor contributes to Encumbrance weight, and encumbrance and armor penalties stack.

Item Cost Protects Action

Penalty

Size Breakage Details
Arm Greaves, Soft Leather 25 Arms M 2 DR2, Covers Upper/Lower Arms
Arm Greaves, Boiled Leather 50 Arms -1 M 4 DR4, Covers Upper/Lower Arms
Arm Greaves, Chainmail 75 Arms -1 M 5 DR5, Covers Upper/Lower Arms
Arm Greaves, Steel 125 Arms -1 M 7 DR6, Covers Upper/Lower Arms
Bracers, Soft Leather 10 Lower Arms S 2 DR2
Bracers, Boiled Leather 25 Lower Arms S 4 DR3
Bracers, Steel 100 Lower Arms S 7 DR5
Soft Leather Boots 20 Feet M 2 DR2
Rigid Leather Boots 35 Feet M 4 DR3
Steel Boots 75 Feet M 6 DR5
Helm, Leather Cap 10 Head M 4 DR2, Partial head
Helm, Chainmail Coif 25 Head/Neck M 6 DR5, Covers head and neck (no face)
Helm, Steel, Open-Faced 50 Head M 7 DR6, Covers head (no face)
Helm, Great, Closed-Faced 75 Head M 8 DR7, Covers full head, -2 Perception
Leg Greaves, Soft Leather 50 Legs M 2 DR2, Covers Upper/Lower Legs
Leg Greaves, Boiled Leather 75 Legs -1 M 4 DR4, Covers Upper/Lower Legs
Leg Greaves, Chain 125 Legs -1 M 5 DR5, Covers Upper/Lower Legs
Leg Greaves, Steel 150 Legs -1 M 8 DR6, Covers Upper/Lower Legs
Leather Jerkin (Soft) 40 Torso M 1 DR1
Leather Coat 60 Torso -1 L 3 DR3, Covers torso & upper legs
Gambeson, Light 50 Torso -1 M 2 DR2
Gambeson, Heavy 75 Torso -2 L 4 DR4, Covers torso, upper arms/legs
Breastplate, Boiled Leather 75 Torso -2 L 5 DR5, Covers chest & abdomen
Cuirass, Boiled Leather 100 Torso -3 L 5 DR5, -3 Armor Penalty
Chainmail Shirt 200 Torso -3 O 6 DR6, Covers torso & upper arms
Chainmail Hauberk 275 Torso -4 O 6 DR6, Covers torso, arms, upper legs
Cuirass, Brigandine 700 Torso -4 O 7 DR7, Leather w/ steel plates
Breastplate, Steel 500 Torso -3 O 8 DR8
Cuirass, Steel 800 Torso -4 O 8 DR8
Half Plate (Plate/Chain) 800 Torso -4 O 8 DR8 Plate (torso), DR6 Chain (limbs)
Full Plate, Steel 1200 Full Body -6 H 8 DR8, Includes great helm, fitted
Gloves, Soft Leather 10 Hands S 2 DR2
Gauntlets, Boiled Leather 25 Hands S 4 DR3
Gauntlets, Steel 50 Hands S 7 DR5
Quilted Cloth Gorget 15 Neck S 3 DR2
Boiled Leather Gorget 20 Neck S 4 DR3
Chainmail Gorget 25 Neck M 5 DR4
Steel Gorget 30 Neck M 6 DR5
Buckler, Wood 20 Shield S 4 +1
Buckler, Steel 30 Shield M 8 +1
Round (Wood) 30 Shield M 6 +2
Round (Steel) 45 Shield M 12 +2
Heater (Wood) 40 Shield M 8 +3
Heater (Steel) 60 Shield L 16 +3
Kite (Wood) 75 Shield L 12 +4
Pavise (Wall Shield, Wood) 100 Shield H 16 +5, Provides cover

Clothing

Base Layers (Inner)

  • Dress.png
    Clothing provides Cold DR.
  • DR stacks by layer.
  • Accessories (hat, gloves, boots) provide a combined maximum of +1 DR total.
  • Sleeping gear provides Sleeping DR, which only applies while resting.
  • Waterproof outerwear prevents becoming Wet in Light or Heavy Rain (but not Torrential unless stated).
  • Only one Inner Layer counts toward DR.
Item Cost Size Cold DR Heat DR Notes
Pants, Cotton 10 S
Pants, Linen 15 S
Pants, Silk 50 S
Pants, Wool 12 S 1
Dress, Cotton (Common) 20 S 0
Dress, Cotton (Nice) 30 S 0
Dress, Silk (Fine) 75-100 S 0
Dress, Silk, Beaded (Ornate, Gown) 150-200 M 0
Shirt, Cotton 10 S 0
Shirt, Linen 15 S 0
Shirt, Wool 13 S 1 Inner Layer
Shirt, Silk 75 T 0 Hot climates
Shift, Woolen 15 S 1 Inner Layer
Tunic, Woolen 20 M 1 Inner Layer

Only one Inner Layer counts toward DR.

Mid Layers

Item Cost Size Cold DR Heat DR Notes
Cloak, Wool 25 M 2 Outer Layer
Cloak, Fur-Lined 40 M 3 Outer Layer
Coat, Heavy Cotton 25 M 2 Outer Layer
Coat, Heavy Wool 40 L 3 Outer Layer
Coat, Fur 50 M 4 Outer Layer
Coat, Fur (Rare) 100 M 5 Outer Layer

Only one Outer Layer counts toward DR.

Accessories (Combined Max +1)

Item Cost Size Cold DR Heat DR Notes
Hat, Fur 15 S +1 Accessory
Gloves, Wool 7 S +1 Accessory
Boots, Rigid Leather 15 M +1 Accessory
Scarf, Wool 10 S +1 Accessory
Socks, Wool 2 T +1 Accessory

Boots3.pngOnly 1/2 Accessory DR counts toward total DR.

Waterproof Outerwear

Item Cost Size Effect
Travel Cloak, Oiled 35 M Waterproof (Light/Heavy Rain)
Oilskin Coat 50 M Waterproof (All Rain)
Waxed Canvas Poncho 20 S Waterproof (Light Rain only)

Waterproof prevents becoming Wet while worn properly.

General Goods

Books & Documents

Books matter for knowledge, spellcraft, and research.

Item Cost Size Effect
Book (Blank, 24 pages) 30 M Required for recording spells or research
Book, Arcane 100 M +2 to Spellcraft research (when relevant)
Book, Scholarly 50 M +2 to relevant knowledge research
Book, Religious 25 M +2 to religious lore checks
Map, Local 15 S +2 to navigation (local area)
Map, Regional 30 M +2 to navigation (region)
Map Case 10 S Protects maps from Wet condition
Scroll Case 6 S Protects documents from Wet condition

Books must be dry to function.

Wet books are unusable until dried.

Spellbook2.png

Writing & Seals

Item Cost Size Effect
Ink (1 oz) 1 T Required for writing or copying
Inkwell 4 T Stores ink
Quill (5) 1 T Writing instrument
Sealing Wax 1 T Secure written documents
Personal Seal 10 T Authenticate documents; +2 to formal contracts

Medical Supplies

Item Cost Size Effect
First Aid Kit (10 uses) 15 S Stabilize at 0 HP; +2 to healing checks
Bandages (5 uses) 5 T Required for treating wounds
Antiseptic Spirits 8 S Prevent infection; required after severe wound

Water Storage

Item Cost Size Capacity
Waterskin 3 M 2 Water
Canteen (Quart) 2 M 4 Water
Bucket (Wood) 3 L 8 Water
Jug (Gallon) 8 L 8 Water

Containers (Utility)

Item Cost Size Capacity
Sack 1 S 4 small items
Chest (1x1x2) 10 L 20 small items
Barrel (15 gal) 10 H 60 small items

Barrel.png

Cooking Gear

Item Cost Size Effect
Cooking Pot (Small) 15 M Required to cook grain or stew
Cauldron (Iron) 75 H Cook for 6+ people
Frying Pan 10 M Flat iron pan for direct heat cooking
Mess Kit 10 M Flat iron pan for direct heat cooking
Spice Kit 15 M Small handled vessel for boiling water
Tea Kettle 12 M Personal kit: bowl, cup, small utensil
Utensil (Wood) 1 T Required to eat cooked meals

Utility

Item Cost Size Effect
Mirror (Steel) 1.5 S +2 to inspect corners, signals
Ladder (12 ft) 10 O Overcome 12 ft vertical barrier
Oar (8') 5 L Required for rowing boat
Soap 1 S Remove grime; required before medical treatment in civilized areas

Survival Gear

Fire & Fuel

Item Cost Size Effect
Firewood (bundle) 2 M Warmth 1 for 1 hour
Tinderbox 3 S Start fire (dry conditions)
Flint & Steel 3 S Start fire
Fire-Starting Bow 3 S Start fire (dry wood only)

Warmth stacks from multiple bundles.

Sleeping Gear

Item Cost Size Sleeping DR
Blanket, Light 5 S 1
Blanket, Heavy 10 M 2
Bedroll, Canvas 25 L 2
Sleeping Bag, Wool 40 L 3
Sleeping Bag, Fur 75 L 4

Sleeping DR only applies while resting.

Shelter

Item Cost Size Effect
Tent, 2 Person 20 M Shelter 1
Tent, 4 Person 40 L Shelter 1
Tent, 8 Person 80 O Shelter 2
Canvas Tarp 10 M Shelter 1 (improvised)

Shelter reduces exposure before clothing DR.

Climbing & Utility

Item Cost Size Effect
Rope, Hemp (100') 40 M Required for safe climbing
Rope, Silk (100') 120 S +2 to climbing checks
Grappling Hook 20 M Anchor climbing rope
Climbing Harness 25 M Prevents fall on failed check (once per climb)
Crowbar 5 M +2 to forced entry checks
Pickaxe 12 L +2 to mining checks
Shovel 10 L Dig 1 cubic yard per hour

Containers

Item Cost Size Capacity
Coin Purse .5 T 4 Tiny Items
Canvas Bag, Small 5 S 4 Small Items
Backpack, Small 10 S 6 small items
Backpack, Medium 15 M 10 small items
Backpack, Large 20 L 14 small items
Sack 1 S 4 small items
Sack, Large 4 S 10 small items
Barrel (15 gal) 10 H 60 small items

Capacity counts toward encumbrance normally.

Pouchcoins.png

Light

Item Cost Size Effect
Torch (1 hr) 0.3 M Bright 20 ft
Lantern 8 M Bright 30 ft
Lamp Oil (1 pt) 1 S 4 hours fuel
Candle (2 hr) 0.5 T Dim 10 ft

Navigation

Item Cost Size Effect
Compass 50 T +2 to navigation
Sextant 175 M Required for sea navigation
Spyglass 20 S +2 to spotting distant objects
Map, Local 15 S +2 navigation (region)
Map, Regional 30 M +2 navigation (region)
Map, Continent 150 M +2 navigation (continent)

Adventure4.pngBonuses do not stack from multiple maps.

Food and Drink

Food is measured in Food units for survival purposes.

  • A Medium humanoid requires 1 Food per day.
  • Fresh food weighs 2 lbs per unit.
  • Preserved food weighs 1 lb per unit.

Some listed items are flavor goods and do not count as full Food units unless specified.

Travel Rations

These count directly toward daily survival needs.

Item Cost Size Effect
Field Rations (1 Day) 2 M 1 Food (preserved)
Hardtack Rations (1 Day) 2.5 M 1 Food (preserved; dry only)
Fresh Rations (1 Day) 3 M 1 Food (fresh; 2 lbs)

Hardtack spoils if soaked.

Preserved Staples

These may count as Food if sufficient quantity is consumed.

Item Cost Size Notes
Salted Herring (5) 1 T ½ Food
Pickled Herring (5) 1 T ½ Food
Dried Meat (1 lb) 2 S ½ Food
Cheese Wheel (small) 3 S 1 Food
Grain Sack (10 lb) 5 M 5 Food (requires cooking)

Cooking grain requires fire and 30 minutes.

Cheese.png

Beverages

Beverages provide Water unless strongly alcoholic.

Item Cost Effect
Ale 0.75 Counts as 1 Water (not suitable for exposure reduction)
Beer 1 Counts as 1 Water (not suitable for exposure reduction)
Mead 1.5 Counts as 1 Water (mild intoxication)
Wine, Average 1 Counts as 1 Water
Wine, Fine 3 Counts as 1 Water
Wine, Gallon 6 8 Water
Whiskey 2 No Water value; strong intoxication
Coffee 4 Suppresses 1 fatigue temporarily (1 hour), then returns
Tea 5 Suppresses 1 fatigue temporarily (1 hour), then returns

Alcohol does not reduce heat exposure.

Coffee/Tea benefit once per day.

Animal Feed

Item Cost Size Effect
Horse Rations (20 lb Oats/Hay) 2 O 1 day of feed for horse

Mounts must eat daily or suffer starvation.

Services

Services represent prepared food, shelter, and labor in settlements.

Meals

Item Cost Effect
Meal, Light 1 ½ Food
Meal, Normal 2 1 Food
Meal, Heavy 3 1 Food; removes 1 fatigue if well-rested

Heavy meal benefit applies once per day.

Lodging

Item Cost Effect
Lodging, Poor 0.5 Rest, no bonus
Lodging, Communal Inn 1 Rest
Lodging, Average 2 Rest; +1 to next day Morale checks
Lodging, Good 4 Rest; remove 1 additional fatigue
Public Baths 1 Remove 1 fatigue if resting

Fatigue removal requires full rest period.

Animal Services

Item Cost Effect
Stabling (Hay) 1 Feed + shelter for mount
Stabling (Grain) 2 Feed + improved condition
Shoeing Horse 20 Prevents movement penalty on rocky terrain

Coach service assumes road and stable conditions.

Instruments

Instrument

Instruments are used for performance, ceremony, signaling, and morale. Any character proficient in Perform (Play instrument) may use an instrument to perform publicly, earn income, or influence crowds.

Unless otherwise noted, instruments provide:

  • +2 to Performance checks when played.
  • May earn 1–10 SP per evening in settlements (GM discretion).
  • May affect morale in downtime or military settings (GM discretion).

Signaling Instruments

These instruments may be used to communicate simple signals over distance.

Item Cost Size Effect
Hunting Horn 10 S Audible up to ½ mile; simple coded signals
Trumpet, Fanfare 35 M Audible up to ½ mile; ceremonial or command signals
Trumpet, Brass 40 M Audible up to ½ mile; battlefield signals
Drum 25 M Audible up to ¼ mile; rhythm signals
Kettle Drums 25 L Audible up to ½ mile; battlefield or alarm
Tabor 25 M Audible up to ¼ mile
Bells 10 T Alarm or ritual; audible 200 ft
Triangle 1 T Audible 100 ft

These may be used for:

  • Alarm
  • Watch changes
  • Military commands
  • Caravan coordination

Drum.png

Portable Performance Instruments

Item Cost Size Notes
Lute 60 S Common bard instrument
Mandolin 9 M Portable string
Lyre 45 M Classical string
Recorder 9 S Simple wind instrument
Fife 10 S High-pitched signal flute
Pan Pipes 2 S Simple wind instrument
Fiddle (5 String) 25 M Folk string
Violin 60 L Refined performance
Viol 75 L Court performance
Dulcimer 15 M Hammered string
Sitar 10 M Regional string
Cittern 100 M Refined string
Hurdy-Gurdy 90 L Drone instrument
Sackbut 30 M Early brass instrument
Tambourine 9 S Rhythm instrument
Castanets 4 S Rhythm accent
Cymbals 10 S Loud rhythmic
Chimes 10 S Ritual or ambiance
Xylophone 35 L Stationary melodic
Harp, Handheld 50 L Traveling harp
Harp, Standing 75 H Stationary court instrument

These instruments:

  • Provide +2 to Performance checks when played.
  • May earn 1–10 SP per evening in settlements (GM discretion).
  • May improve camp morale during extended travel.

Musical1.png

Performance and Morale

  • Successful performance during camp reduces one hireling’s Morale check difficulty the following day.
  • Successful battlefield performance grants +1 to a single Morale check for allies within hearing.

Encumbrance Note

Large instruments:

  • May count as Large or Heavy items.
  • May require protection from rain.
  • May suffer damage if exposed to water.

Subterfuge

Subterfuge items assist in stealth, infiltration, deception, sabotage, and illicit activity.

Many items in this category are illegal in civilized regions.

Possession of Subterfuge gear may impose penalties when dealing with law enforcement or authority figures if discovered.

Lock & Entry Tools

Item Cost Size Effect
Lockpicks, Poor 10 S -2 to lockpicking checks
Lockpicks, Average 15 S Standard lockpicking
Lockpicks, Fine 20 S +2 to lockpicking checks
Skeleton Key 15 T Attempt to open simple locks; DL 15
Key Making Set 50 S Duplicate key with access; requires 1 hour
Glass Cutter 12 T Silent entry through glass (non-reinforced)
Door Wedge (Silent) 5 S Prevent door from opening silently

Climbing & Movement

Item Cost Size Effect
Clawed Gloves 10 S +2 to climbing checks
Clawed Overshoes 10 M +2 to climbing checks
Footpads Boots 15 S +2 to stealth movement checks
Soft Sole Wraps 5 T Reduce noise; no penalty on fragile surfaces
Grapnel (Compact) 15 S Short-range climbing hook

Concealment & Hidden Weapons

Item Cost Size Effect
Wrist Sheath 3 S Conceal small blade
Blade Boots 25 M Concealed blade; surprise +1 damage
Razor Ring (Silver) 25 T Concealed blade; counts as dagger
Purse-Cutter Blade 10 S +2 to pickpocket checks
Sleeve Dagger Rig 12 S Conceal Medium dagger

Knife2.png

Distraction & Deception

Item Cost Size Effect
Blinding Powder 7 T Target must pass DL 15 or be blinded 1 round
Flash Dust 15 T Brief bright flash; -2 to Perception for 1 round
Smoke Pellet 20 T 10 ft concealment cloud (1 round)
Listening Cone (Brass) 8 S +2 to overhearing through doors
Invisible Ink 15 T Revealed by heat or reagent
Marked Cards Deck 8 S +2 to gambling deception
Loaded Dice 5 T +2 to gambling checks

Dice.png

Sabotage

Item Cost Size Effect
Weapon Black (Vial) 5 T Removes weapon shine; lasts 1 day
Oil Slick Flask 10 S Create 5 ft slippery surface
Acid Vial (Weak) 15 T 1d3 damage to objects
Rope Saw (Wire) 8 T Quietly cut rope or bars over time
Wax Impression Kit 6 T Create key impression

Advanced

Item Cost Size Effect
Silence Powder 40 T 5 ft radius muffled for 1 round
Chameleon Cloak (Mundane) 50 M +2 to hide in natural terrain
False Bottom Case 15 S Conceal small item
Disguise Kit 20 S +2 to disguise checks

Tools

Item Cost Size Effect
Breacher’s Kit (crowbar, hammer, wedge) 25 M +2 to forced entry checks; required for reinforced doors.
Metal Cutting Kit (hacksaw, file) 15 M Required to cut metal bars or chains; halves cutting time.
Lock – Simple 3 S Basic security (DL 10 to bypass).
Lock – Average 6 S Moderate security (DL 15 to bypass).
Lock – Complex 12 S Difficult security (DL 20 to bypass).
Padlock – Simple 10 S Portable lock; basic security (DL 10 to bypass).
Padlock – Average 20 S Portable lock; moderate security (DL 15 to bypass).
Padlock – Complex 30 S Portable lock; difficult security (DL 20 to bypass).
Climber’s Kit (harness, spikes, hammer) 35 M +2 to climbing when anchored; prevents falling damage once per climb.
Grappling Hook 20 M Enables vertical access when used with rope.
Block & Tackle 75 O Multiplies lifting capacity ×4 when anchored.
Excavation Kit (pickaxe, shovel) 25 L Required for stone excavation; halves excavation time.
Folding Field Kit (folding shovel, hatchet) 20 S Enables digging and wood harvesting; no time bonus.
Herbalism Kit (Small shears, light leather gloves, tweezers,

small canvas bag, tiny storage jars (8)

20 M +4 harvesting herbs.
Woodsman’s Kit (long-handled axe, wedge) 20 L Halves time to cut timber or breach wooden barriers.
Fire Kit (flint & steel, tinderbox) 5 S +2 to start fire in adverse conditions.
Hunting Kit (snares or trap gear) 15 M +2 to gather food in wilderness.
Bear Trap (Steel) 40 L Target failing Athletics check becomes immobilized until freed.
Caltrops (20) 5 S Movement through area requires check or suffer minor damage and reduced Attack Type.
Armorer's Kit (Field) 15 M Allows minor repair of metal armor, buckles, fittings
Leatherwork Kit (Field) 15 M Allows repair of straps, light armor, packs
Sewing Kit 10 S Allows repair of damaged cloth, padding, gambesons.
Sharpening Stone 1 S Restore dull weapon during rest.
Mortar & Pestle 5 S Required for preparing herbal mixtures or alchemical components.
Magnifying Glass 15 S +2 when inspecting small details or examining clues.
Iron Spikes (10) 4 S Anchor rope, secure doors, or create climbing points.
Stilts (4') 15 L Ignore shallow water, mud, or caltrops; -2 in confined spaces.
Waterproof Gear Wrap 8 S Protect one pack or tool kit from becoming Wet.
Snowshoes 20 M Ignore deep snow movement penalty; +2 to movement checks in snow.

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Travel Services

Adventurers rarely walk everywhere. Coaches, riverboats, trains, and ships offer faster and often safer means of travel between settlements.

Costs listed are typical rates for basic passage. Prices may vary depending on distance, demand, and conditions.

Service Cost per Day Distance Traveled
Coach Service 10 ~30–40 miles (road dependent)
Riverboat Passage 5 ~25–35 miles (with current)
Train Passage 15 ~80–120 miles (fixed routes)
Ship Passage (Coastal-Overseas) 10 ~60–100 miles

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Vehicles

Vehicles increase transport capacity and may improve travel Attack Type on suitable terrain.

Vehicles:

  • Require appropriate animals (unless human-drawn).
  • Cannot traverse dense forest, swamp, or mountains without prepared paths.
  • Suffer damage from rough terrain.
  • Do not remove exposure effects unless enclosed.

Land Vehicles

Item Cost Capacity Attack Type Notes
Cart (1 Horse, 400 lbs) 50 400 lbs 3 mph (road) Light cargo
Small Wagon (2 Horse, 1000 lbs) 100 1000 lbs 3 mph (road) Moderate cargo
Large Wagon (4 Horse, 1500 lbs) 175 1500 lbs 3 mph (road) Heavy cargo
Closed Coach (2 Horse, 4 passenger) 200 4 riders + gear 4 mph (road) Shelter 1
Closed Coach (4 Horse, 4 passenger) 400 4 riders + gear 5 mph (road) Shelter 1
Wagon Cover (Canvas) 20 Shelter 1
Spare Axle Kit 15 Repair breakdown once

Notes

  • Attack Type assumes maintained road.
  • Rough terrain reduces Attack Type by half.
  • Wagons require driver proficiency.
  • Closed coaches provide Shelter 1 against weather.
  • Overloading reduces Attack Type by 1 mph.

Watercraft

Item Cost Capacity Attack Type Notes
Canoe (2 person) 25 2 riders 3 mph (river) Silent, light
Small Boat (10’) 200 4 riders 3 mph Oars required
Boat (20’, 8 person) 500 8 riders 3 mph Coastal or river
Paddle (4’) 4 Required for canoe/boat

Notes

  • River travel may increase or decrease Attack Type depending on current.
  • Boats offer no shelter unless modified.
  • Capsizing risks apply in storms.
  • Exposure applies normally on open water.

Specialized Transport

Item Cost Capacity Notes
Howdah (3 person) 450 3 riders Mounted on large beast (elephant or equivalent)

Requires suitable large animal.

Travel & Fatigue Interaction

  • Riding reduces fatigue accumulation by one category (GM discretion).
  • Drivers still accumulate fatigue.
  • Draft animals accumulate fatigue and require feed.

Mounts and draft animals:

  • Require 1 Feed per day.
  • Require water.
  • Accrue fatigue if overworked.

Terrain Restrictions

Vehicles cannot travel through:

  • Dense forest
  • Swamp
  • Mountain passes (without roads)

Unless road or cleared path exists.

Attempting to force passage:

  • Risks axle damage.
  • May halve movement.
  • May require unloading.

Weapons and Weapon Accessories

Accessories Cost Carrying Size Weight
Small Sheathe, Leather 3 T
Medium Sheathe, Leather 5 S
Large Sheathe, Leather 7 M
Bandolier (3 short daggers) 5 S
Bolt 1 T
Long Arrow 1.5 T
Short Arrow 1 T
Quiver, Holds 10 Long Arrows 4 S
Quiver, Holds 10 Short Arrows/Bolts 3 S
Quiver, Holds 20 Long Arrows 7 S
Quiver, Holds 20 Short Arrows/Bolts 5 S
Axes Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
War axe 90 M 3 M Strength / Heavy 1-8+2 8 Slash/Crush 2H, (BS,S,B)
Long axe 75 M 2.5 M Strength / Heavy 1-8 7 Slash/Crush 1H, 2H 3-9 (BS,S,B)
Hand axe 35 S 2 C Strength 1-6+1 3 Slash (B,S)
Throwing axe 25 S 1 C,T Dexterity 20 1-6 3 Slash Thrown (B,S)
Bows Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Composite Bow 75 M 2.5 R Strength 35 1-6+1 6 Pierce (B,B,S)
Long Bow 60 M 3 R Strength / Heavy 50 1-8+2 7 Pierce (B,B,S)
Short Bow 45 S 2 R Dexterity 25 1-5+1 5 Pierce (B,B,S)
Short Blades Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Knife 8 T 0.5 C Dexterity 1-3 2 Slash DEX Attack, (B,S)
Long Dagger 12 S 1.5 C Versatile 1-4 3 Pierce (B,B,S)
Parrying Dagger 15 S 1.5 C Dexterity 1-4 4 Pierce +2 Parry / Bind (B,B,S)
Short Dagger 10 S 1 C Dexterity 5 1-4 3 Pierce (B,B,S)
Stiletto 10 S 1 C Dexterity 1-4 2 Pierce (B,B,S), +1dmg vs chain
War Knife 15 S 2 C Strength 1-4+1 5 Slash or Pierce Slash (B,S) or Pierce (B,B,S)
Medium Blades Cost Weight Reach Reload Range Damage Breakage Damage Type Properties
Arming Sword 60 M 2.5 S Strength 1-5+1 6 Slash or Pierce (B,S) or Pierce (B,B,S)
Cutlass 55 M 3 S Versatile 1-6 5 Slash (B,S)
Bastard Sword 100 M 3.4 M Strength 1-8+2 7 Slash or Pierce 1H, 2H 3-9 Strength / Heavy Slash (B,S) or Pierce (B,B,S)
Falchion 65 M 3 M Strength 1-6+1 7 Slash (B,S)
Long Sword 75 M 3 M Strength 1-8+1 6 Slash or Pierce Slash (B,S) or Pierce (B,B,S)
Rapier 55 M 2.5 M Dexterity 1-5 4 Slash or Pierce Slash (B,S) or Pierce (B,B,S)
Sabre 50 S 1.5 S Strength 1-6 5 Slash (B,S)
Scimitar 65 M 2.5 M Strength 1-6+1 4 Slash or Pierce Slash (B,S) or Pierce (B,B,S)
Long Blades Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Two-Handed Sword 125 L 5.5 M Strength 1-10+2 8 Slash 2H (B,S)
Blunt Weapons Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Blackjack 3 S 1 C Dexterity 1-4 3 Crush (SS,S)
Brass Knuckles 10 S 1 C 1-S+1 3 Crush (S)
Cudgel 5 S 1 S Dexterity 1-4+1 4 Crush (S)
Fist NA NA C Dexterity 1-S NA Crush (S)
Fist (Armored) NA NA C Dexterity 1-S+1 Crush (S)
Flail 65 M 3 C Strength / Heavy 1-8+2 4 Crush/Pierce -1 Shield AC, +1 Disarm (BS,B,S)
Kick NA NA S Strength 1-(S+1) NA Crush (S)
Light Mace 35 S 1 S Strength 1-6 6 Crush (S,S,B)
Spiked Mace 45 M 3 S Strength 1-7+1 6 Crush/Pierce (BS,B,S)
War Hammer 50 S 2 S Strength / Heavy 1-8+1 7 Crush or Pierce Crush (S,S,B) or Pierce (B,B,S)
Lances Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Heavy Lance 60 O 17 L Strength / Heavy 1-10+2 6 Pierce (B,B,S)
Light Lance 50 L 15 L Strength / Heavy 1-8+2 4 Pierce (B,B,S)
Jousting lance 25 L 12 L Strength / Heavy 1-8 2 Pierce (B,B,S)
Polearms Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Javelin 10 S 1 M Dexterity 10 1-6 4 Pierce Thrown, (B,B,S)
Spear 20 S 1.4 L Strength 5 1-6 5 Pierce 1H, 2H 1-8+1 (B,B,S)
Pole Hammer 85 M 4.6 M Strength / Heavy 1-10+2 6 Slash or Pierce or Crush 2H, Slash (B,S) / Pierce (B,B,S) / Crush (S,S,B)
Baltian Bill 75 M 4 L Strength / Heavy 1-10+2 6 Slash or Pierce 2H, Slash (B,S) or Pierce (B,B,S), Hook
Elven Bill 90 M 4.25 L Strength / Heavy 1-10+2 8 Slash or Pierce 2H, Slash (B,S) or Pierce (B,B,S), Hook
Pole Axe 100 L 5.5 M Strength / Heavy 1-10+2 6 Slash 2H, (B,S)
Bludgeon (Heavy Club) 10 M 5 M Strength / Heavy 1-9+1 5 Crush 2H, (S,S,B)
Hunting Spear 30 M 2.5 L Strength 1-8+1 6 Pierce 2H, (B,B,S)
Pike 50 L 8 E Strength 1-8+1 5 Pierce 2H, Extended Reach, (B,B,S)
Quarterstaff 15 S 2 M Strength 1-6+1 5 Crush 2H, (S,S,B)
Mechanical Bow Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Pistol Crossbow 75 M 5 R Dexterity (Reload 1) 10 1-6 4 Pierce 1H (2H to reload) (B,B,S)
Crossbow 175 L 8 R Dexterity (Reload 4) 30 1-8+2 5 Pierce 2H (B,B,S)
Arbalest 250 L 14 R Dexterity (Reload 8) 75 1-10+3 6 Pierce 2H (B,B,S)
Slings Cost Weight Reach Attack Type Range Damage Breakage Damage Type Properties
Sling 5 T 0.5 R Strength 20 1-6 2 Crush (S,S,B)
Staff-sling 10 S 2 M,R Strength / Heavy 25 1-8 4 Crush (S,S,B)


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Scientific Instruments

Item Cost Size Effect
Barometer 75 S Predicts weather shifts within 12 hours; +2 to weather prediction checks
Thermometer 50 M Accurately determines temperature; +2 to Exposure-related planning checks
Hourglass (1 hr) 25 M Tracks 1-hour intervals precisely
Minute Glass 10 S Tracks 1-minute intervals precisely
Telescope 150 L +2 to long-distance observation; requires setup
Microscope 200 L +2 to medical, alchemical, or biological analysis checks

Notes:

  • Telescope requires stable surface.
  • Microscope requires light source.
  • These do not stack with similar observation bonuses.

Alchemical Equipment

Alchemy needs two layers:

  1. Crafting Infrastructure
  2. Consumable Supplies

Alchemist’s Kit (Portable)

Item Cost Size Effect
Alchemist’s Kit (Portable) 75 M Required to craft alchemical items; +2 to alchemy checks

Contains:

  • Small mortar & pestle
  • Heating vessel
  • Stirring rods
  • Measuring tools
  • Basic reagents (1 use)

Requires fire to function.

Alchemist’s Lab (Stationary)

Item Cost Size Effect
Alchemist’s Laboratory 500 H +4 to alchemy checks; reduces crafting time by half

Requires:

  • Permanent location
  • Dedicated workspace

Field Distillation Kit

Item Cost Size Effect
Field Distillation Kit 40 M Purify liquids; +2 to creating alcohol or distilled water

Containers

Item Cost Size Capacity
Vial, Glass 2 T 1 dose
Bottle, Potion 1 T 1 dose
Bottle, Glass (Quart) 3 M 4 doses
Jug, Glass (Gallon) 8 L 16 doses

Potion doses are standardized unless otherwise specified.

Alchemical Bases

Alchemical bases are required to bind magical or volatile properties into stable mixtures. Each dose of potion or alchemical compound requires one appropriate base unless otherwise specified.

Base Name Type Price Crafting DL Effect
Distilled Aetherwater Purified arcane water 5 10 Standard base for most potions
Alchemical Spirit Refined alcohol solvent 10 15 Rapid-acting delivery; volatile
Vitriol of Salts Mineral acid solution 25 20 Forces latent properties to surface
Oil of Binding Arcane oil / unguent 50 15 Required for salves, coatings, weapon oils
Royal Aqua Composite alchemical water 100 25 Required for rare or legendary concoctions

Potions

Potions are TINY items.

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Potion Name & Category Potion Type Price Effect
Healing & Recovery
Blindness cure Blindness cure 145 Applied to the eyes, restores sight loss from magic or toxins. Does not 'heal' or replace eyes.
Cure disease Cure disease 100 Cures Severity 1-5 Diseases.
Cure poison Cure poison 50 Potion grants an immediate +10 poison resistance against active poisons in the drinker's system; it does not act as a proactive defense. The effect will continue until the active poisons have run their course or all failed the poison attacks. 
Sailor's Draught Cures Nausea 50 Prevents nausea for 8 hours.
Flow Stop Potion Stop Bleeding 165 Reduces bleeding 1 / round for 1 hour.
Basic healing Lesser healing 50 Heals 2 per/round for 3 rounds
Healing Moderate healing 55 Heals 2 per/round for 5 rounds
Greater healing Greater healing 215 Heals 2 per/round for 10 rounds
Paralysis immunity Paralysis immunity 460 Imbiber is immune to chemical or enchanted paralysis for 8 hours.
Restore vitality Restore vitality 330 Restores 1d6 Spirit
Remove curse Remove curse 480 Potion grants an immediate +10 check to remove the highest-level curse afflicting the drinker. The DC is 15+2x level of the curse. If the drinker is afflicted with multiple curses, and the check is less than the highest level, but exceeds a lower-level curse than the lower level one will be nullified. If the check fails, drinking the same potion again will have no effect. 
Stabilization Stabilization 50 +1 HP and stabilizes a body in shock.
Short Rest Remove Fatigue 50 -1 fatigue per round for 3 rounds
Wake Me Up Restore Consciousness 125 Heals 1 HP and restores consciousness from non-magic injury or effects.
Physical Enhancement
Increase strength Increase strength 105 +2 Strength for 4 hours
Increase dexterity Increase dexterity 105 +2 Dexterity for 4 hours
Increase endurance Increase endurance 70 +1 Athletics & Conditioning Checks for 4 hours.
Increase Attack Type Increase Attack Type 105 +1 Move for 4 hours
Crafter's Clarity Hand Eye Skills 100 +1 Edge to Crafting for 4 hours.
Stone skin Stone skin 215 Bludgeoning/Crushing Resistance for 1 hour
Bark Skin Potion Bark Skin 70 +1 DR for 1 hour, then +1 Fatigue
Giant strength Giant strength 215 +4 Strength for 4 hours
Great Dexterity Great Dexterity 240 +4 Dexterity for 4 hours
Mental & Social
Increase intelligence Increase intelligence 105 +2 Intelligence for 4 hours
Increase wisdom Increase wisdom 100 +2 Wisdom for 4 hours
Increase charisma Increase charisma 105 +2 Charisma for 4 hours
Enhance focus Enhance focus 50 +1 Edge on Discipline checks for 1 hour.
Mental clarity Mental clarity 50 +1 Edge to stay awake for 8 hours.
Fear immunity Fear immunity 330 Imbiber is immune to magical or natural fear effects for four hours.
Charm resistance Charm resistance 330 Imbiber gains +10 versus magical or natural charm effects for four hours.
Truth sensing Truth sensing 100 +1 Edge on Read Emotions for 8 hours.
Memory recall Memory recall 120 +1 Edge on Knowledge checks for 1 hour
Calm emotions Calm emotions 50 Imbiber experiences calm and clarify, natural fear abates, and negative effects from fear, grief, or stress are temporarily nullified for one hour.
Perception & Awareness
Night Sight Night Sight 55 Grants Night Vision and +2 Perception for 1 hour.
Detect magic Detect magic 100 Imbiber can see magic in a spectrum of colors, and gains +1 Edge to Arcane Sight checks for 1 hour.
See invisibility See invisibility 175 Grants ability to see invisible creatures or objects as ghostly shapes for 1 hour.
Heightened hearing Heightened hearing 100 Enhances hearing and grants +1 Edge to Hearing-based Perception checks for 1 hour.
Danger sense Danger sense 310 +1 Edge to Alertness checks to detect ambushes or hidden threats for 4 hours.
Movement & Environment
Water breathing Water breathing 105 Breathe water for 1 hour.
Spider climbing Spider climbing 100 +1 Edge to Climbing; imbiber can climb any surface with a DL5, but must have bare hands and feet; lasts 1 hour.
Fire Proofing Oil Fire resistance 145 Items or skin coated with oil gain DR5 versus fire for 24 hours.
Cold resistance Cold resistance 145 Items or skin coated with oil gain DR5 versus cold for 24 hours.
Poison Resistance Poison Resistance 50 +2 vs Poisons for 4 hours
Poison Resistance, Greater Poison Resistance 55 +5 vs Poisons for 8 hours
Stealth & Utility
Invisibility draft Invisibility draft 310 Imbiber and worn items become invisible for one hour.
Shadow blending Shadow blending 145 Drinker and worn items blend into the surrounding shadows; +1 Edge to stealth or stalking in low light.
Sleeping Potion Sleep Enducement 100 Induces sleep for 4 hours; +5 Body attack.
Walk Softly Potion Walk Softly Potion 165 Apply oil to feet or shoes; +1 Edge on Stealth checks for 1 hour.
Arcane & Magical Defense
Magic resistance Magic resistance 330 +5 resistance versus indirect magic attacks for 8 hours.
Hocus Focus Potion Spell Concentration 120 +1 Edge on Discipline checks to prevent spell casting mishaps for 1 hour.
Equipment & Item Enhancement
Brightblade Oil Weapon enchantment 145 Coated weapon becomes +1 magic for one hour.
Cinderglow Paste Item enhancement 95 Coated on torches makes them burn twice as long.
Armor fortification Armor fortification 145 Coated armor gains +1 DR for one hour.
Blade sharpening Blade sharpening 145 Coated weapon inflicts +1 damage for one hour, and first injury is always bleeding..
Gear mending Gear mending 145 Slow application repairs 3 points of damage to a piece of equipment. Does not replace missing pieces, but will join broken parts.
Resource & Ability Interaction
Mana restoration Mana restoration 310 Restores 6 points of magic.
Power Restoration Power Restoration 55 Restores 6 points of power.

Trade Goods

Trade Units

Trade goods are bought/sold in standardized lots.

Trade Unit Size Notes
Bundle M Hand-carryable (cloth, furs, herbs)
Crate H Packed goods (tools, glass, ceramics)
Barrel H Liquids or bulk dry goods
Bolt M Cloth roll
Ingot (5 lb) M Metal bar for trade/crafting

Pricing note: Costs below are at source. In settlements, typical markup is +25% to +200% depending on scarcity, distance, and danger.

Bulk Trade Goods Table

Trade Good Unit Cost (Source) Notes
Salt (refined) Barrel 50 Staple commodity; preserves food
Grain Barrel 40 Requires milling/cooking
Flour Barrel 60 Higher value than grain
Dried Fish / Salted Meat Barrel 80 High demand in cities/armies
Ale / Beer Barrel 60 Common freight; fragile casks
Wine (average) Barrel 120 High markup in inland regions
Lamp Oil (whale or equivalent) Barrel 80 Essential for cities/ships
Timber / Lumber Crate 60 Construction commodity
Coal / Charcoal Crate 50 Smithing and heating fuel
Stone / Brick Crate 40 Slow; low margin
Leather (tanned) Bundle 40 Trade staple
Furs (mixed pelts) Bundle 60 Regionally variable; high markup
Wool Bundle 35 Textile supply
Linen / Canvas Bolt 60 Used for tents, sails, clothing
Silk Bolt 300 Luxury; high markup
Spices (mixed) Bundle 150 Very high markup, low weight
Dyes / Pigments Bundle 120 Drives luxury textiles and inks
Beeswax Bundle 25 Candles, sealing, craft
Soap (hard) Crate 40 City demand; military supply
Paper / Parchment Crate 120 Scholars, courts, arcane use
Glassware (typical) Crate 80 Fragile; higher risk freight
Iron Ingots Ingot 3 Workhorse metal
Steel Ingots Ingot 6 Higher-grade; military demand
Copper Ingots Ingot 4 Coinage, craft
Silver Ingots Ingot 60 Wealth transport
Gold Ingots Ingot 500 Wealth transport; attracts trouble

Gems & Jewelry

Gem Value Tiers (Treasure + Enchanting)

Gem Tier Typical Examples Value (each) Enchantment Use
Tier I: Common agate, quartz, amber 10–25 Minor reagent
Tier II: Fine garnet, amethyst, pearl 50–150 Standard reagent
Tier III: Precious emerald, ruby, sapphire 250–750 Major reagent
Tier IV: Royal flawless stones 1,000–5,000+ Master reagent

Jewelry

Item Typical Value Notes
Simple Jewelry (ring, pendant) Gem value + 25% Common craft
Fine Jewelry (filigree, set stones) Gem value + 100% Court-quality
Masterwork Jewelry Gem value + 300% Rare; status symbol

Jewelry can substitute for coin in large transactions and bribes.

Rare Goods

Component Cost Notes
Ambergris (oz) 45 Fixative for perfumes/potions; luxury trade
Ivory (lb) 100 Carving, reliquaries, enchant foci
Essential Oil (oz) 4+ Alchemy ingredient, varies by rarity
Saffron (lb) 160 Ultra-high value, low weight trade good