Adventuring Equipment in Tapestry | World Anvil
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Adventuring Equipment

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


ITEMENCUMPRICERARITYNOTES
Alchemist's Kit33005
Alchemist's Lab86006+blue to Alchemy checks
Apothecary's Kit21504Medicine kit
Backpack+4503
Bedroll1151
Climbing Gear1202Remove 1 black to climbing
Extra Quiver2252Maneuver to replenish "out of ammo"
Fine Cloak1905Remove 1 black to charm/deception/leadership. 0 encum while worn
Flask (Empty)01110 oz
Flint and Steel0102
Herbs of Healing0506Add 1 success and advantage to medicine check
Lantern15018 hours. Short range remove 1 black from darkness
Lantern Oil0218 hours.
Pole (10 feet)2101
Rope151Hemp or silk. Medium range
Thieves' Tools1755Add 1 advantage to skulduggery when applicable
Torches (3)1101 hour. Short range remove 1 black from darkness
Waterskin (Empty)151
Waterskin (Full)2512 days of water
Winter Clothing41003
 

Food

Everyone needs to eat.


ITEMENCUMPRICERARITY
Ale (Pint)-10
Lodging (Common)-10
Lodging (Private)-51
Meal-20
Wine (Bottle)121
Trail Rations (1 week)1150
 

Potions

Potions require a maneuver to use and consumes the item in the process. Potions may have effects not listed depending on the quality.


ITEMENCUMPRICERARITYNOTES
Acid Flask02006Short range. Targets engaged. Corrosive atmosphere 4
Bottled Courage1255Upgrade Discipline by 1 until end of encounter
Health Elixir0253Painkiller (pg 116)
Immunity Elixir11004Remove poison. Upgrade resilience to poison twice until end of encounter
Invisibility Potion110009Invisible for 3 rounds. +4 concealment
Poison02005Page 102
Power Potion12506Increase 1 brawn until end of encounter then 6 suffer strain
Protective Tonic11256Gain +1 soak for 3 turns.
Regeneration Elixir1504Roll Resilience. Success/Advantage heals wounds/strain. Crit repeats next round
Smokebomb Vial0254Short range. Targets engaged. +2 concealment and blocks vision through
Speed Potion12007Perform a maximum of 3 manuevers a turn for 3 rounds then suffer 6 strain
Stamina Elixir0503Painkiller for strain (pg 116)
 

Cybernetics

Cybernetics and Prosthetics. Prosthetics are simple versions of cybernetics and do not reduce the wearer's strain threshold.


ITEMPRICERARITYNOTES
Prosthetic, Cheap10031 black for activities that use that limb
Prosthetic4004Replacement limb or eye. May add 1 blue for a specific circumstance
Cybernetic Limb20006Brawn or Agility +1. Reduce strain threshold by 1
Cybernetic Eyes8006Perception and Vigilance +1 rank. Remove 1 black from darkness. Reduce strain threshold by 1
Cybernetic Organ7506One of Wounds +2 or Resilience +1 or Athletics +1. Reduce strain threshold by 1
Implant Armor10006Add +1 soak. Reduce strain threshold by 1

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