Gear and Services in Akratia | World Anvil
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Gear and Services

All the mundane equipment an adventurer might need

The musty tombs and forgotten treasure troves of the world are filled with useful items. Most items are mundane—not magical or intrinsically unique in any way. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. These stranger items have weird and intrinsic power beyond that of a simple +1-Damage or other simple Tag.

Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it or suggest something about the way it is used. Like everything else in Akratia, these guide the fiction you’re creating in play. If a weapon is awkward, it might mean that you’re more likely to drop it when you fail that Hack and Slash roll.

Gear and Equipment

Dungeon Gear

  • A Piece of Adventuring Gear: 4-COIN
    Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, pay 4-COIN and mark a LOAD box - you have it in your pack.
  • Dungeon Rations: Ration, 2-COIN
  • Personal Feast: Ration, 10-COIN
    Ostentatious to say the least. When you dig into a Personal Feast, gain Advantage on your next roll.
  • Dwarven Hardtack: Requires Dwarf, Ration, 1-COIN
    Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm and is on fire. Only Dwarves can eat this as a ration.
  • Elven Bread: Ration, 20-COIN
    Only the greatest of elf-friends are treated to this rare delicacy. A single ration can feed five people.
  • Bandages: Slow, Heal-4, 5-COIN
    When you have a few minutes to bandage and bind someone else's wounds, pay 5-COIN, mark a LOAD box and heal them of 4-Damage.
  • Poultices and Herbs: Slow, Heal-7, 15-COIN
    When you carefully treat someone's wounds with poultices and healing herbs, pay 15-COIN, mark a LOAD box, and heal them of 7-Damage.
  • Healing Salve: Slow, Heal-b2d10, 2-COIN
    When you Make Camp and apply this salve to your wounds, heal b2d10 HP the next day.
  • Climbing Gear: Slow, 8-COIN
    Climbing Gear can include special pitons, boot tips, gloves, or a harness specially designed for climbing. When you use Climbing Gear to help you ascend a cliff or wall, pay 8-COIN, mark a LOAD box and take advantage to your roll.
  • Bag of Books: 3-COIN
    When your bag of books contains just the right book for the subject you're Spouting Lore on, pay 3-COIN, mark a LOAD box, consult the book, and take advantage to your roll.
  • Keg of Dwarven Stout: 25-COIN, 10-LOAD
    When you open a keg of Dwarven stout and let everyone drink freely, take advantage on your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.
  • Halfling Pipeleaf: 2-COIN, 0-LOAD
    When you share Halfling pipeleaf with someone, take advantage to Parley with them.

Transport

  • Cart and Donkey: 50-COIN, 20-LOAD
  • Horse: 75-COIN, 10-LOAD
  • Warhorse: 400-COIN, 12-LOAD
  • Wagon: 150-COIN, 40-LOAD
  • Barge: 50-COIN, 15-LOAD
  • Riverboat: 150-COIN, 20-LOAD
  • Merchant Vessel: 5,000-COIN, 200-LOAD
  • War Ship: 20,000-COIN, 100-LOAD
  • Passage on a Safe Route: 1-COIN
  • Passage on a Tough Route: 10-COIN
  • Passage on a Dangerous Route: 100-COIN

Land & Buildings

  • A hovel: 20-COIN
  • A cottage: 500-COIN
  • A house: 2,500-COIN
  • A mansion: 50,000-COIN
  • A keep: 75,000-COIN
  • A castle: 250,000-COIN
  • A month's upkeep: 1% of the cost

Services

  • A week's stay at a peasant's inn: 16-CHA COIN
  • A week's stay at a civilized inn: 30-CHA COIN
  • A week's stay at the fanciest inn in town: 50-CHA COIN
  • A week's food and supply with your own home: 5-COIN
  • A week's unskilled mundane labor: 10-COIN
  • A month's pay for enlistment in an army: 30-COIN
  • A custom item from a blacksmith: Base Item + 50-COIN
  • A night's "companionship": 20-CHA COIN
  • An evening of song and dance: 18-CHA COIN
  • Escort for a day along a bandit-infested road: 20-COIN
  • Escort for a day along a monster-infested road: 60-COIN
  • A run-of-the-mill killing: 5-COIN
  • An assassination: 120-COIN
  • Healing from a chirurgeon: 5-COIN
  • A month's prayers for the departed: 1-COIN
  • Repairs to a mundane item: 25% of the Item's cost

Gifts and Finery

  • A peasant gift: 1-COIN
  • A fine gift: 55-COIN
  • A noble gift: 200-COIN
  • A ring or cameo: 75-COIN
  • Finery: 100-COIN
  • A fine tapestry: 500-COIN
  • A king's crown: 5,000-COIN
  • Weapons

    • A Short Bow: Near, 15-COIN, 3-LOAD
    • A Long Bow: Near, Far, 60-COIN, 3-LOAD
    • A War Bow: Near, Far, 100-COIN, 2-LOAD
    • A Hand Crossbow: Near, +1-Damage, Reload, 75-COIN, 4-LOAD
    • A Combat Crossbow: Near, Far, +1-Damage, Reload, 200-COIN, 5-LOAD
    • A Club, or Shillelagh: Close, 1-COIN, 2-LOAD
    • A Thick Walking Staff: Close, Two-Handed, 2-COIN
    • A Dagger, Shiv, or Knife: Hand, 4-COIN
    • A Balanced Throwing Knife: Hand, Thrown, Near, 7-COIN
    • A Short Sword, Axe, or Mace: Close, 10-COIN, 2-LOAD
    • A Throwing Spear: Reach, Thrown, Near, 5-COIN, 2-LOAD
    • A Polearm: Reach, +1-Damage, Two-Handed, 12-COIN, 4-LOAD
    • A Rapier: Close, Precise, 50-COIN, 3-LOAD
    • A Blackjack: Hand, Nonlethal, 25-COIN

    Ammo

    • A Quiver of Arrows: Ammo, 5-COIN
    • A Quiver of Elven Arrows: Ammo, +1-Damage, 25-COIN
    • A Bag of Bolts: Near, 10-COIN
    • A Case of Dwarven Bolts: Near, +1-Damage, 50-COIN
    • A Moss Arrow: 35-COIN
      This arrow's glass tip contains fast-growing moss spores. When fired against a hard surface, the tip shatters and releases the spores. Over a few seconds, they grow into enough moss to cover a couple of square feet. The moss is so thick that walking on it doesn't make any noise, no matter the underlying surface.
    • A Water Arrow: 25-COIN
      This arrow's glass tip contains an alchemical payload designed to snuff out your average torch or camp fire. Despite its name, it is not suitable to drink. Just shoot it at a hard surface close to the open fire you're trying to extinguish and physics will do the rest.
    • An Explosive Arrow: Dangerous, 50-COIN
      This arrow's glass tip contains two highly volatile chemical substances kept carefully separated. When the glass breaks and the substances mix, the resulting reaction is somewhat explosive. Anyone within three or so feet of the impact point takes 2d4 damage (Forceful, Messy, Ignores-Armor).
    • A Gas Arrow: Dangerous, 100-COIN
      This arrow is tipped with a carefully designed fast-release mechanism for varenech-seed gas. When the tip of the arrow hits something solid, the mechanism vents gas into the surrounding area. Anyone who breathes this gas takes 4d6 damage (Nonlethal).

    Armor

    • Leather Armor: 1-Armor, Low-Durability (5-COIN to repair), 25-COIN, 3-LOAD
    • Chainmail Armor: 1-Armor, 125-COIN, 3-LOAD
    • Scale Mail Armor: 2-Armor, Clumsy, 250-COIN, 6-LOAD
    • Plate Mail Armor: 3-Armor, Clumsy, 500-COIN, 9-LOAD
    • Shield: +1-Armor, 30-COIN, 2-LOAD

    Potions, Poisons, & Grenados

    • Weak Healing Potion: Heal-5, 50-COIN
      Perhaps its watered down - maybe it was improperly brewed, but its weaker than a normal Healing Potion should be. When you drink the entire potion, heal yourself of 5-Damage
    • Normal Healing Potion: Heal-10, 250-COIN
      When you drink an entire potion, heal yourself of 10-Damage or remove one debility of your choice.
    • Strong Healing Potion: Heal-20, 1000-COIN
      More concentrated than a normal healing potion, this potion was clearly brewed by a professional. When you drink the entire potion, heal yourself of 20-Damage or remove up to two debilities of your choice.
    • Elixer of Life: Heal-All, 10,000-COIN
      The ultimate in healing technology, drinking the entire elixer will completely refresh a characters health, heal all their debilities, and even give another year on to their lives. Beyond being ridiculously expensive, even finding someone who can successfully brew the Elixer of Life is the true challenge.
    • Antitoxin: 30-COIN
      When you drink the whole bottle, you're cured of one common poison affecting you.
    • Bloodweed: Dangerous, Touch, 20-COIN
      Until cured, whenever the afflicted rolls damage, they roll 1d4 and subtract that result from their normal damage.
    • Goldenroot: Dangerous, Applied, 50-COIN
      The target treats the next creature they see as a trusted ally, until proved otherwise.
    • Oil of Tagit: Dangerous, Applied, 25-COIN
      The target falls into a light sleep.
    • Serpent's Tears: Dangerous, Touch, 25-COIN
      Anyone dealing damage against the target rolls twice and takes the better result.
    • Trailbane: Dangerous, Applied, Touch, 50-COIN
      Two doses are made for each use, one for the target and one for the hunter. When applied, the target becomes sweaty and releases a persistent but subtle sweet smell. When you Discern Realities, add the following question to your list: "In what direction is the sweet smell coming from?"
    • Witchbane: Dangerous, Applied, Touch, 65-COIN
      When applied, the target cannot use magic until the poison is cured. If the poison touches the target, magical effects or attacks are diminished or halved. The GM will describe how.
    • Wolfsbane: Dangerous, Touch, 75-COIN
      Until the next sunrise, if the target is a wolf or lycanthrope its movement is slowed and creatures attacking it deal +1d12 damage. if a creature bitten by a lycanthrope drinks this poison they get a second chance to resist turning into one.
    • Dead Man: Dangerous, Applied, 250-COIN
      Unless cured, the target falls terribly ill after three days and then takes their Last Breath. Their death appears to be natural.
    • Kosher's Slip: Dangerous, Applied, 100-COIN
      The target answers the next question it is asked truthfully.
    • Onyx Sight: Dangerous, Touch, 50-COIN
      Until cured, the target gradually becomes blind over the course of a minute.
    • Rageroot: Dangerous, Touch, 50-COIN
      The target enters a blinding rage, attacking everything on sight for a few crucial seconds.
    • Satyr's Titter: Dangerous, Applied, 80-COIN
      Until cured, whenever the target hears a joke or a funny word, it laughs uncontrollably for a few minutes.
    • Flash Bomb: 40-COIN
      Containing two carefully-separated alchemical substances, when the grenado detonates and the two substances mix a bright flash is emitted, blinding anyone looking in its direction for a few seconds - good for making a quick getaway.

    Hoards

    • A goblin's stash: 2-COIN
    • A lizardman's trinkets: 5-COIN
    • A "priceless" sword: 80-COIN
    • An orc warchief's tribute: 250-COIN
    • A dragon's mound of coins and gems: 130,000-COIN

    Bribes

    • A peasant dowry: 20-CHA COIN
    • "Protection" for a small business: 100-CHA COIN
    • A government bribe: 50-CHA COIN
    • A compelling bribe: 80-CHA COIN
    • An offer you can't refuse: 500-CHA COIN

    General Gear Tags

    These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools.
    • Applied: Its only useful when carefully applied to a person or to something they eat or drink
    • Awkward: It's unwieldy and tough to use
    • +Bonus: It modifies your effectiveness in a specified situation
    • -Coin: How much it costs normally to buy - if the cost includes "-CHA" a little negotiation subtracts 5 times the haggler's CHA sore from the price
    • Dangerous:It's easy to get in trouble with it. If you interact with it without proper precautions, the GM may freely invoke the consequences of your foolish actions
    • Ration: It's edible, more or less
    • Requires: It's only useful to certain people. If you don't meet the requirements it works poorly, if at all
    • Slow: It takes a while to use; unfeasible to use in combat
    • Touch: It's used by touching it to the target's skin
    • -Load: Requires marking the stated amount of Load. Items with no Load are either 1-Load or are not designed to be carried (GM's call) - 100-COIN is 1-Weight; the same value in gems or fine art may be lighter or heavier

    Armor Tags

    Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants.
    • -Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with -Armor only the highest value counts
    • +Armor: It protects you and stacks with other armor. Add its value to your total armor
    • Clumsy: It's tough to move around with - ongoing disadvantage while using it. This penalty is cumulative

    Weapon Tags

    Weapons don’t kill monsters, people do. That’s why weapons don’t have a listed damage. A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not useful because it does more or less damage than some other blade. It’s useful because it’s small and easy to strike with at close distance. A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter.
    • Ammo: It counts as ammunition for appropriate ranged weapons - individual arrows or sling-stones are not counted
    • Area: It affects an area all around you in Reach
    • Forceful: It can knock someone back a pace, maybe even off their feet
    • Ignores-Armor: Don't subtract armor from the damage taken
    • Messy: It does damage in a particularly destructive way, ripping people and things apart
    • -Piercing: It goes right through armor - when you deal damage, subtract the value from the enemy's armor for that attack
    • Precise: It rewards careful strikes - you can use DEX to Hack and Slash with this weapon instead of STR
    • Reload: After you attack with it, it takes more than a moment to reset for another attack
    • Touch: It's used by touching it to the target's skin
    • Nonlethal: When you attack with it, it deals nonlethal damage instead of normal damage. If you reduce an enemy to 0-HP with nonlethal damage, they get knocked out for a few minutes.
    • Thrown: Throw it at someone to hurt them; if you Volley with this weapon, you can't choose to mark off ammo on a 7-9; once you throw it, it's gone until you can recover it.
    • Hand: Useful for attacking something within a foot or two
    • Close: Useful for attacking something at arm's reach plus a bit
    • Reach: Useful for attacking something that's several feet away
    • Near: Useful for attacking if you can see the whites of their eyes
    • Far: Useful for attacking something in shouting distance

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    Cover image: by Vertixico

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