Adventurers are only as good as their wits and their gear. Luckily, there is no shortage of people who want to sell goods to others, for a fair price. All goods are listed in a universal currency, silver coins. While each country has its own minted coins, unless the players are really into it just use generic silver coins for buying and selling and use the coins as flavor instead of mechanics.
If any equipment can't be found assume a cost of $1 = 1 silver as a starting point.
Adventuring Gear
Generic Adventuring Gear
ITEM | ENCUM | PRICE | RARITY | NOTES |
---|
Alchemist's Kit | 3 | 300 | 5 | |
Alchemist's Lab | 8 | 600 | 6 | +blue to Alchemy checks |
Apothecary's Kit | 2 | 150 | 4 | Medicine kit |
Backpack | +4 | 50 | 3 | |
Bedroll | 1 | 15 | 1 | |
Climbing Gear | 1 | 20 | 2 | Remove 1 black to climbing |
Extra Quiver | 2 | 25 | 2 | Maneuver to replenish "out of ammo" |
Fine Cloak | 1 | 90 | 5 | Remove 1 black to charm/deception/leadership. 0 encum while worn |
Flask (Empty) | 0 | 1 | 1 | 10 oz |
Flint and Steel | 0 | 10 | 2 | |
Herbs of Healing | 0 | 50 | 6 | Add 1 success and advantage to medicine check |
Lantern | 1 | 50 | 1 | 8 hours. Short range remove 1 black from darkness |
Lantern Oil | 0 | 2 | 1 | 8 hours. |
Pole (10 feet) | 2 | 10 | 1 | |
Rope | 1 | 5 | 1 | Hemp or silk. Medium range |
Thieves' Tools | 1 | 75 | 5 | Add 1 advantage to skulduggery when applicable |
Torches (3) | 1 | 1 | 0 | 1 hour. Short range remove 1 black from darkness |
Waterskin (Empty) | 1 | 5 | 1 | |
Waterskin (Full) | 2 | 5 | 1 | 2 days of water |
Winter Clothing | 4 | 100 | 3 | |
Food
Everyone needs to eat.
ITEM | ENCUM | PRICE | RARITY |
---|
Ale (Pint) | - | 1 | 0 |
Lodging (Common) | - | 1 | 0 |
Lodging (Private) | - | 5 | 1 |
Meal | - | 2 | 0 |
Wine (Bottle) | 1 | 2 | 1 |
Trail Rations (1 week) | 1 | 15 | 0 |
Potions
Potions require a maneuver to use and consumes the item in the process. Potions may have effects not listed depending on the quality.
ITEM | ENCUM | PRICE | RARITY | NOTES |
---|
Acid Flask | 0 | 200 | 6 | Short range. Targets engaged. Corrosive atmosphere 4 |
Bottled Courage | 1 | 25 | 5 | Upgrade Discipline by 1 until end of encounter |
Health Elixir | 0 | 25 | 3 | Painkiller (pg 116) |
Immunity Elixir | 1 | 100 | 4 | Remove poison. Upgrade resilience to poison twice until end of encounter |
Invisibility Potion | 1 | 1000 | 9 | Invisible for 3 rounds. +4 concealment |
Poison | 0 | 200 | 5 | Page 102 |
Power Potion | 1 | 250 | 6 | Increase 1 brawn until end of encounter then 6 suffer strain |
Protective Tonic | 1 | 125 | 6 | Gain +1 soak for 3 turns. |
Regeneration Elixir | 1 | 50 | 4 | Roll Resilience. Success/Advantage heals wounds/strain. Crit repeats next round |
Smokebomb Vial | 0 | 25 | 4 | Short range. Targets engaged. +2 concealment and blocks vision through |
Speed Potion | 1 | 200 | 7 | Perform a maximum of 3 manuevers a turn for 3 rounds then suffer 6 strain |
Stamina Elixir | 0 | 50 | 3 | Painkiller for strain (pg 116) |
Cybernetics
Cybernetics and Prosthetics. Prosthetics are simple versions of cybernetics and do not reduce the wearer's strain threshold.
ITEM | PRICE | RARITY | NOTES |
---|
Prosthetic, Cheap | 100 | 3 | 1 black for activities that use that limb |
Prosthetic | 400 | 4 | Replacement limb or eye. May add 1 blue for a specific circumstance |
Cybernetic Limb | 2000 | 6 | Brawn or Agility +1. Reduce strain threshold by 1 |
Cybernetic Eyes | 800 | 6 | Perception and Vigilance +1 rank. Remove 1 black from darkness. Reduce strain threshold by 1 |
Cybernetic Organ | 750 | 6 | One of Wounds +2 or Resilience +1 or Athletics +1. Reduce strain threshold by 1 |
Implant Armor | 1000 | 6 | Add +1 soak. Reduce strain threshold by 1 |
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