Coinage
and Currency; Silver is the standard, gold is rare. 1 Silver coin weighs 10 grams or
1/3rd of an ounce; or 48 silvers to a pound.
Currencies
|
CP
|
SP
|
GP
|
CP
|
1 |
10 |
5000 |
SP
|
1/10 |
1 |
500 |
GP
|
1/5000 |
1/500 |
1 |
Availability
Everything has availability depending on several factors, location, size of the traders stock and supply and demand. All equipment is shown at the standard price, however this varies upon location.
There are 4 types of availability
Availability
|
Chance of being found
|
Location Bonus
|
Cost modifier
|
|
Common |
90% |
Trader or Hamlet |
-20% |
+20% |
Uncommon |
60% |
Village |
0 |
+10% |
Rare |
30% |
Town |
+20% |
0 |
Very Rare |
10% |
City |
+40% |
-10% |
Quality
Sometimes a “Superior” quality item is available, it is normally finely crafted, costs 3 times as much and actually gives a +1 non magical bonus to damage or Armour Rating.
Standard of Living
During downtime and when visiting a town/city, a standard daily rate must be paid in silver to maintain a chosen lifestyle.
Quality |
Description |
Cost per day |
Homeless |
Living on the streets, begging for food, drinking from puddles and the river. |
0 |
Poor |
Living in a flop house, potage and gruel make up your meals, you occasional get a pint of ale. |
5 |
Average |
Living in lodgings, a room to yourself, food is plain but nourishing. A trip to the tavern for a beer or two. |
20 |
Good |
Renting a room in a house, living in an Inn, meals are varied and good, ale and wine flow; you can even afford company if you want to. |
60 |
High |
Renting a large house, staying at the finest Inns or even a hotel. Food is excellent and the wine of high quality, company is available as are visits to the opera and Amphitheatre. |
180 |
Extravagant |
Stay in the finest Hotels, renting a luxury suite or even a small manor house with staff. Eating the finest food and drinking the finest beverages. Company is always available. You begin to move in social circles and get invited to parties. |
360 |
Armour
Armour
|
Type
|
AR
|
Penalty
|
Move/Stealth pen
|
Cost
|
Avail
|
Cloth Gambeson |
Cloth |
1D6 |
0 |
- |
25 |
C |
Furs |
|
1D6+2 |
-5% |
-5’/- |
30 |
C |
Studded Doublet |
|
2D6 |
-5% |
-/-5% |
50 |
U |
Leather Cuirass |
Leather |
2D6 |
0 |
- |
40 |
C |
Leather Coat |
|
2D6+1 |
-5% |
-/-5% |
60 |
U |
Leather Brigandine |
|
2D6+2 |
-5% |
-/-10% |
80 |
U |
Hide |
|
3D6 |
-10% |
-/-10% |
25 |
U |
Ringmail Hauberk |
|
3D6 |
-5% |
-/-10% |
100 |
U |
Chain Hauberk |
|
3D6+2 |
-10% |
-5’/-15% |
80 |
C |
Scale Mail Hauberk |
|
4D6 |
-15% |
-5’/-20% |
150 |
C |
Chainmail |
|
4D6+2 |
-20% |
-10’/-25% |
200 |
U |
Gladiator |
Plate |
3D6+3 |
-5% |
0/-30% |
800 |
R |
Plate Cuirass |
|
4D6+1 |
-10% |
-5’/-30% |
250 |
U |
Metal Brigandine |
|
5D6 |
-15% |
-5’/-35% |
400 |
C |
Plated Mail |
|
5D6+2 |
-20% |
-10’/-40% |
1000 |
U |
Field Armour/Yoroi |
|
6D6 |
-20% |
-10’/-50% |
2000+ |
R/VR |
Head Gear
|
Type
|
AR
|
Penalty
|
Move/Stealth pen
|
Cost
|
Avail
|
Cap |
Cloth |
+1 |
0 |
- |
3 |
C |
Hood |
Leather |
+1 |
0 |
- |
4 |
C |
Coif |
|
+2 |
-5% |
-/-5% |
10 |
U |
Helm |
Plate |
+3 |
-10% |
-/-10% |
75 |
R |
Finishes |
Cost |
Finishes |
Cost |
Base |
- |
Gilded |
+200% |
Embossed |
+50% |
Silvered |
+100% |
Embroidered |
+20% |
Piped |
+20% |
Enamelled |
+100% |
Engraved |
+100% |
Lacquered |
+20% |
Polished |
+20% |
Amour locations protected
Cloth Gambeson
Covers Arms, Shoulders, Chest, Back and Abdomen
Furs
Covers Arms, Shoulders, Chest, Back, Abdomen and Thighs
Studded Doublet
Covers Arms, Shoulders, Chest, Back and Abdomen
Leather Cuirass
Covers Shoulders, Chest, Back and Abdomen
Leather Coat
Covers Arms, Shoulders, Chest, Back, Abdomen and Thighs
Leather Brigandine
Covers Upper Arms, Shoulders, Chest, Back, Abdomen and Thighs
Hide
Covers Upper Arms, Shoulders, Chest, Back, Abdomen and Thighs
Chain Hauberk
Covers Shoulders, Chest, Back and Abdomen and Thighs
Ring Mail
Covers Shoulders, Chest, Back and Abdomen and Thighs
Scale Mail
Covers Shoulders, Chest, Back and Abdomen and Thighs
Chainmail
Covers all locations
Gladiator (includes Helm)
Covers Head, Sword Arm and Shoulder, Abdomen and Shins
Plate Cuirass
Covers Chest, Back and Abdomen
Metal Brigandine
Covers Upper Arms, Shoulders, Chest, Back, Abdomen and Thighs
Plated Mail
Covers Upper Arms, Shoulders, Chest, Back, Abdomen and Thighs
Field Armour and Yoroi
Covers all locations
Head Gear must be worn to protect the head
Melee Weapon |
Type |
Damage |
Range |
Cost |
Size |
SI |
Notes |
Avail |
|
|
|
|
|
|
|
|
|
Fist/Kick |
B |
2D6 |
- |
NA |
- |
- |
5 |
- |
Gauntlet/Cestus/Tekko |
B |
3D6 |
- |
10 |
S |
6 |
5 |
U |
Hand Wraps |
MA |
+1D6 |
- |
5 |
S |
4 |
3, 5 |
R |
|
|
|
|
|
|
|
|
|
Knife |
P,S |
2D6 |
10 |
5 |
S |
4 |
1, 6, 7 |
C |
Dagger/Aidachi |
P,S |
3D6 |
30 |
10 |
S |
6 |
1, 6, 7 |
C |
|
|
|
|
|
|
|
|
|
Short Sword/Gladius |
P |
4D6 |
- |
75 |
S |
8 |
1 |
C |
Cutlass/Tanto |
S |
4D6 |
- |
60 |
S |
10 |
|
R |
Sabre |
S |
4D6 |
- |
80 |
S |
10 |
2 |
R |
Rapier |
P/S |
4D6 |
- |
150 |
M |
8 |
1 |
U |
Scimitar |
S |
4D6 |
- |
80 |
M |
10 |
|
U |
Falchion |
S |
5D6 |
- |
125 |
M |
10 |
4 |
U |
Broadsword |
S |
5D6 |
- |
150 |
M |
10 |
|
C |
Arming Sword |
S,P |
5D6 |
- |
200 |
M |
10 |
|
U |
Longsword 1H |
S,P |
5D6 |
- |
250 |
M |
10 |
|
U |
Longsword 2H |
TH |
6D6 |
- |
- |
- |
- |
6, 7 |
U |
Katana |
TH |
6D6 |
- |
2000 |
M |
12 |
1, 6, 7 |
VR |
Great Sword/Odachi |
TH |
7D6 |
- |
325 |
L |
12 |
4, 7 |
U |
|
|
|
|
|
|
|
|
|
Hatchet/Kama |
S |
3D6 |
30 |
5 |
S |
6 |
4 |
C |
Hand Axe/Fuetso |
S |
4D6 |
10 |
50 |
M |
8 |
|
C |
War Axe |
S |
5D6 |
- |
100 |
M |
8 |
|
U |
Battle Axe 1H |
S |
5D6 |
- |
150 |
M |
8 |
|
U |
Battle Axe 2H |
TH |
6D6 |
- |
- |
- |
- |
4, 7 |
U |
Long Axe |
TH |
6D6 |
- |
100 |
M |
8 |
2, 4, 7 |
C |
Great Axe |
TH |
7D6 |
- |
200 |
L |
10 |
4, 7 |
U |
|
|
|
|
|
|
|
|
|
Short Spear |
P |
5D6 |
60 |
30 |
M |
5 |
1 |
C |
Long Spear/Yari |
TH |
6D6 |
40 |
60 |
L |
8 |
4, 6 |
C |
Lance |
P |
7D6 |
- |
250 |
L |
10 |
|
R |
Trident |
P |
5D6 |
30 |
100 |
M |
8 |
1 |
R |
Polearm/Naginata |
TH |
6D6 |
- |
200 |
L |
10 |
4, 6, 7 |
U |
|
|
|
|
|
|
|
|
|
Hammer |
C |
4D6 |
40 |
5 |
S |
6 |
4 |
C |
War Hammer |
C |
5D6 |
10 |
125 |
M |
8 |
|
C |
Battle Hammer 1H |
C |
5D6 |
- |
200 |
M |
10 |
|
U |
Battle Hammer 2H |
TH |
6D6 |
- |
- |
- |
- |
4, 5 |
U |
Maul |
TH |
7D6 |
- |
250 |
L |
12 |
4, 5 |
U |
|
|
|
|
|
|
|
|
|
Club/Tonfa |
C |
4D6 |
10 |
5 |
M |
4 |
4 |
C |
Great Club/Tetsubo |
TH |
7D6 |
- |
30 |
L |
10 |
4, 5 |
U |
Mace |
C |
5D6 |
- |
50 |
M |
8 |
|
U |
Flail |
C |
5D6 |
- |
80 |
M |
10 |
4 |
U |
Stave/Bo |
C/TH |
5D6 |
- |
10 |
L |
8 |
|
C |
Shields
|
Parry Bonus
|
Attack Pen
|
Min Body
|
Dmg
|
Wt
|
Cost
|
Avail
|
Buckler |
+5% |
-5% |
8 |
2D6 |
30 |
10 |
U |
Small Round |
+10% |
-10% |
10 |
3D6 |
20 |
5 |
C |
Large Round |
+15% |
-15% |
12 |
3D6+2 |
50 |
15 |
U |
Heater |
+20% |
-20% |
14 |
4D6 |
65 |
10 |
C |
Kite/Coffin |
+25% |
-25% |
16 |
4d6+2 |
80 |
25 |
U |
Scutum |
+30% |
-30% |
18 |
5D6 |
200 |
50 |
R |
Ranged Weapon
|
Type
|
Damage
|
Range
|
Cost
|
Size
|
Notes
|
Avail
|
Recurve Bow/Hankyu |
A |
5D6 |
150 |
100 |
M |
6 |
C |
Longbow/Daikyu |
A |
7D6 |
210 |
150 |
L |
6, 8 |
U |
Pistol Crossbow |
A |
4D6 |
120 |
250 |
S |
6 |
R |
Crossbow |
A |
5D6 |
180 |
150 |
M |
6, 8 |
U |
Arbalest |
A |
6D6 |
240 |
200 |
L |
6, 9 |
U |
Javelin |
T |
4D6 |
60 |
10 |
M |
6 |
C |
Sling |
C |
4D6 |
160 |
5 |
S |
5 |
C |
Whip |
S |
4D6 |
10 |
15 |
L |
1 |
U |
Black Powder Pistol |
F |
6D6 |
80 |
500 |
S |
5, 6, 9 |
VR |
Black Powder Musket |
F |
8D6 |
260 |
800 |
2L |
5, 6, 9 |
VR |
1 Finesse: can use either Body or Prowess as the attribute modifier
2 Mounted bonus, increase weapon damage by +1D6 when mounted
3 Martial Arts bonus only
4 Parry penalty: -20%
5 Crush damage type
6 Pierce damage type
7 Slash damage type
8 Slow reload 1 full round to reload
9 Slow reload 2 full rounds to reload
Type: This is the weapon skill that is required to use the weapon with effectively.
Damage: this is the base weapon rolled for the damage caused by the weapon.
Range: this is the maximum number of feet in distance that the weapon can reach.
Cost: this is the typical price in Silver that needs to be modified due to availability.
Size: this is the scale of the weapon including its reach.
SI: this is the structural integrity of the weapon and the amount of damage it can take before it breaks.
Notes: this is type of feature the weapon possesses.
Avail: How common the item is to acquire.
Common Adventuring Items
Item |
ENC |
Cost |
Backpack |
1* |
30 |
Bedroll |
1 |
15 |
Block & tackle |
1 |
25 |
Bottle, glass |
1 |
5 |
Candle, 1 hour |
— |
1 |
Chain, 1 yard |
2 |
5/yard |
Climbing kit |
1 |
80 |
Codex |
1 |
10 |
Craft tools |
2 |
25 |
Crowbar |
1 |
5 |
First aid kit |
2 |
10 |
Fish hook |
— |
2CP |
Fishing kit |
1 |
15 |
Flint & tinder |
1 |
2 |
Grappling hook |
2 |
20 |
Hammer |
1 |
5 |
Healer’s kit |
1 |
30 |
Ladder, 3 yards |
4 |
15 |
Lantern |
1 |
10 |
Lock picks |
— |
25 |
Map, regional |
1 |
250+ |
Mining pick |
1 |
15 |
Musical instrument |
2 |
100+ |
Oil, flask |
1 |
3 |
Papyrus, sheet |
— |
1 |
Pole 3 y, folding |
2 |
12 |
Quiver |
— |
10 |
Rope, 10 yards |
2 |
10 |
Sack, large |
1* |
3 |
Sack, small |
½ * |
1 |
Scythe, hand |
2 |
3 |
Slingbag |
1* |
5 |
Spade |
3 |
8 |
Torch/flaming brand |
2 |
3 |
Waterskin |
1 |
2 |
Writing kit |
1 |
15 |
* If placed inside of another bag not if worn
Backpack: It can hold 20 ENC of equipment.
Bedroll: A thick waxed skin outer with a wool or fur lining.
Block & Tackle: Adds +10% to Devices tests to make or disarm large traps and makes Engineering tests possible in some circumstances. It requires at least 10m of rope to function.
Candle, 1 Hour: A candle illuminates a one metre radius. Any wind stronger than a slight breeze will extinguish a candle.
Climbing Kit: A climbing kit provides a bonus of +20% to any Athletics skill tests made to climb.
Codex: A small bound book of 20 blank pages.
Craft Tools: A complete set of tools required for each individual craft skill.
Crowbar: Adds +10% to brute force Athletics tests. If used as a weapon, it is considered a club (wielded with a –20% penalty).
First Aid Kit: A first aid kit is good for five uses (whether the skill test succeeds or fails).
Fish Hook: This item allows a character to use his Survival skill to catch a fish without suffering a penalty on the test.
Fishing Kit: The fishing kit grants a character a +20% bonus to his Survival test to catch fish.
Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Survival skill.
Grappling Hook: It will support the weight of 50 ENC or 50 SIZ, or any combination thereof.
Hammer: If used as a weapon, it is treated as a club (wielded with a –20% penalty). Hammers may be used on inanimate objects without being destroyed.
Healers Kit: For long term treatment and treating poisons good for 10 uses.
Lantern: A lantern provides clear illumination out to a three metre radius. It will burn for two hours on a flask of oil.
Lock Picks: Without these it is virtually impossible to pick a lock. There are 10 uses per set, after use each one is expended
Map, Regional: Maps allow for a better understand of the local they add a +20% Navigation bonus when travelling in the area they are of.
Mining Pick: If used as a weapon, it is considered a club (wielded with a –20% penalty). Mining picks may be used on inanimate objects without being destroyed.
Musical Instrument: Bards and musicians need tools for their trade e.g. Lute, Flute, Lyre, etc.
Oil, Flask: A flask of oil is enough to fuel a lantern for two hours, or, if broken on the ground and ignited, enough to sustain a small fire for one minute.
Quiver: Quivers can hold up to 30 arrows or crossbow bolts.
Rope, 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ, or any combination thereof.
Sack, Large: Able to hold 10 ENC of equipment.
Sack, Small: A small sack can hold 5 ENC of equipment.
Scythe, hand: If used as a weapon, it is considered a dagger (wielded with a –20% penalty).
Slingbag: It can carry 15 ENC of equipment.
Spade: If used as a weapon, it is considered a club (wielded with a –20% penalty).
Torch, 1 Hour: It will burn for one hour. A torch illuminates a three metre radius. If used as a weapon, it is considered a club (wielded with a –10% penalty), except that it does not inflict normal damage – instead, it inflicts 2D6 fire damage and a fumble or critical hit will also extinguish the brand.
Waterskin: A waterskin can hold enough water to sustain an adventurer for two days.
Food & Lodging
|
|
Item
|
Cost
|
Bottle of Wine |
16 |
Cup of Coffee |
4 |
Cup of Milk |
5cp |
Flagon of Mead/Cider |
8cp |
Goblet of Wine |
2 |
Lodging, average |
30 |
Lodging, good |
100 |
Lodging, poor |
15 |
Lodging, superior |
200+ |
Meal, Ave |
8 |
Meal, fine |
60+ |
Meal, good |
25 |
Meal, poor |
3 |
Pastry/Biscuit |
1cp |
Pie, Fruit or Meat |
5cp |
Shot of spirit |
2 |
Tankard of Ale |
1 |
Tea |
2 |
Wineskin |
12 |
The price of wine varies dramatically depending on where it’s from, the quality and where you are buying it.
Quality
|
Cost multiplier
|
Location Bonus
|
Cost modifier
|
Cheap |
x50% |
Trader or Hamlet |
+10% |
Average |
0 |
Village |
0 |
Good |
+30% |
Town |
-10% |
Fine |
+100% |
City |
-20% |
Provisions*
|
|||
Quality
|
Cost
|
Wound recovery/meal
|
Avail
|
Provisions, poor |
3 |
1D6 |
C |
Provisions, average |
6 |
2D6 |
U |
Provisions, good |
12 |
3D6 |
R |
Provisions, fine |
24 |
4D6 |
VR |
* Provisions consume 1 ENC per day of supplies (2 x provisions per day).
Camping Equipment
|
|
Item
|
Cost
|
2 man tent |
50 |
4 man tent |
90 |
Cooking pot |
5 |
Cooking Tripod |
15 |
Eating bowl |
2 |
Eating spoon |
6CP |
Kettle |
5 |
Pavilion, Large |
750 |
Pavilion, medium |
500 |
Pavilion, small |
250 |
Sleeping mat |
5 |
Spade |
8 |
Tankard, pewter |
4 |
Tarpaulin per sq yard |
5 |
Tepee |
150 |
Jewellery |
Base Cost |
Amulet |
75 |
Anklet |
40 |
Armlet |
40 |
Bangle |
10 |
Belly Chain |
60 |
Bracelet |
30 |
Brooches |
50 |
Buckle |
20 |
Button |
5 |
Circlet |
200 |
Clasp |
25 |
Crown |
500 |
Earing |
50 |
Hairpin |
10 |
Locket |
80 |
Medallion |
125 |
Necklace |
100 |
Pendant |
50 |
Pin |
5 |
Ring |
100 |
Signet |
150 |
Torc |
250 |
|
|
Metal |
Cost |
Brass |
- |
Silver |
+20% |
Electrum |
+250% |
Gold |
+500% |
White Gold |
+600% |
Platinum |
+1000% |
|
|
Inlay |
Cost |
Exquisite |
+250% |
Ornate |
+50% |
Plain |
- |
Precious |
+1000% |
Semi-precious |
+100% |
Garments
|
Base Cost
|
Belt |
5 |
Blouse |
10 |
Bodice |
10 |
Boots |
30 |
Breeches |
15 |
Cape |
20 |
Cloak |
25 |
Coat |
50 |
Cowl |
5 |
Doublet |
30 |
Dress |
25 |
Gauntlets |
25 |
Gloves |
10 |
Hat |
15 |
Hat, Coolie |
20 |
Hat, elaborate |
40+ |
Hat, Puritan |
30 |
Hat, simple |
10 |
Hoes |
5 |
Hooded Cloak |
35 |
Jerkin |
20 |
Ladies Undergarments |
10 |
Men’s Undergarments |
5 |
Riding Boots |
60 |
Robe |
30 |
Scarf |
5 |
Shirt |
10 |
Shoes |
15 |
Skirt |
10 |
Sandals |
5 |
Slippers |
25 |
Stockings |
10 |
Tunic |
10 |
|
|
Fabric
|
Cost Modifier
|
Cotton/Kapok |
- |
Wool |
+50% |
Fine Wool |
+100% |
Linen |
+100% |
Damask |
+200% |
Lace |
+300% |
Leather |
+100% |
Suede |
+150% |
Silk |
+500% |
|
|
Trims
|
Cost Modifier
|
Lace trim |
+50% |
Fur trim |
+100% |
Embroidered |
+50% |
Silver embroidered |
+100% |
Gold embroidered |
+500% |
|
|
Dyes
|
Cost Modifier |
Undyed |
- |
Brown, Green |
+10% |
Yellow, Black |
+20% |
Orange, Red, Pink |
+50% |
Blue |
+100 |
Violet |
+200% |
Purple |
+500% |
Services |
Cost |
Arena |
20 |
Barber |
10 |
Bath House |
3 |
Cab |
10/mile |
Circus |
10 |
Cleaner |
6/hour |
Cook |
6/hour |
Courtesan |
100/hour |
Craftsman |
15/hour |
Dance Hall |
5 |
Escort |
50/hour |
Execution |
5 |
Fortune Teller |
20 |
Guide, Rural |
15/hour |
Guide, Urban |
10/hour |
Harlot |
30/hour |
Messenger |
5/mile |
Palanquin |
25/mile |
Performer |
50/hour |
Porter |
6/hour |
Scribe |
10/hour |
Stage Coach |
2/mile |
Tailor/mender |
20%/item |
Theatre |
10 |
Washer woman |
6/hour |
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|
Animals, Transportation & Slaves
|
||
Animal
|
Cost
|
Av
|
Bison |
60 |
R |
Bull |
200 |
U |
Cart |
100 |
C |
Cat |
5 |
C |
Camel |
100 |
VR |
Chariot |
300 |
R |
Cow |
20 |
C |
Dog, domestic |
25 |
C |
Dog, hunting |
50 |
U |
Fowl |
2 |
C |
Goat |
8 |
C |
Hawk |
25 |
R |
Horse, draft |
40 |
C |
Horse, riding |
75 |
U |
Horse, combat trained |
250 |
R |
Horse, war |
1000+ |
VR |
Mule |
30 |
U |
Ox |
50 |
U |
Pig |
15 |
C |
Pony |
35 |
U |
Rabbit |
3 |
C |
Rhino |
500 |
VR |
Saddle & bridle |
25 |
U |
Saddle Bags |
50 |
U |
Sheep |
10 |
C |
Slave, adult |
100 |
R |
Slave, child |
50 |
R |
Slave, educated |
200 |
R |
Slave, skilled |
300 |
R |
Slave, youth |
125 |
R |
Travel (by coach) |
1SP per Mile |
C |
Travel (by post-horse) |
5CP per Mile |
U |
Travel (by ship) |
1CP per Mile |
U |
Travel (by wagon) |
5CP per Mile |
C |
Wagon |
200 |
U |
Zebra |
300 |
VR |
Prosthetics
These artificial devices replace a missing body part and reduces the penalties for an amputee.
Hand, any test that require that hand is at -10%.
Arm, the arm or part of it are missing, any test that require the use of it are at -10%, using 2 hands is difficult possible -30% to skill tests.
Foot, the foot is missing, movement is reduced by -5’ and any tests requiring a fully working foot are at -10%.
Legs the leg or part of it is missing, movement is reduced by -15’ unaided or -5’ with a walking stick. Any tests requiring the use of 2 legs is at -30%.
Location |
Cost |
Availability |
Hand |
350 |
U |
Arm |
500 |
U |
Foot |
350 |
U |
Leg |
600 |
U |
Alchemicals
Item |
ENC |
Cost |
Note |
Mundane |
|||
Acid |
1 |
50 |
An opaque glass flask with a glass stopper sealed in wax |
Alchemists Fire |
1 |
100 |
An oily clay pot with a wax sealed lid |
Antidote |
1 |
50 |
A glass vial containing a green liquid |
Bomb, lesser |
1 |
200 |
A spherical clay jar tied in a lattice of string |
Bomb, greater |
25 |
600 |
A small wooden brandy keg with a red cross painted |
Glow Jar |
1 |
10 |
A clear screw top glass jar containing an emulsified liquid |
Healing Salve |
1 |
20 |
A clay jar containing a sweet-smelling salve |
Poison, lesser |
1 |
100 |
A glass vial containing an odourless black liquid |
Poison, greater |
1 |
700 |
A glass vial containing a sweet black liquid |
Poultice |
1 |
20 |
A cloth pouch containing a soft moist mass of botanicals |
Sleeping Draught |
1 |
50 |
A glass vial containing a clear almond flavoured liquid |
Smokebomb |
1 |
100 |
A spherical clay jar tied in a lattice of string |
Lesser Magical |
|||
Healing Potion, lesser |
1 |
200 |
A glass vial containing a red liquid |
Invisibility Potion, lesser |
1 |
1000 |
A glass vial containing a sparkling milky liquid |
Mana Potion, lesser |
1 |
200 |
A glass vial containing a blue liquid |
Heroism Potion |
1 |
500 |
A glass vial containing a gold metallic liquid |
Restoration Potion, lesser |
1 |
1500 |
A glass vial containing a yellow liquid |
Greater Magical |
|||
Healing Potion, greater |
1 |
500 |
A glass vial containing a red sparkling liquid |
Invisibility Potion, greater |
1 |
5000 |
A glass vial containing a clear sparkling liquid |
Mana Potion, greater |
1 |
500 |
A glass vial containing a blue sparkling liquid |
Restoration Potion, greater |
1 |
400 |
A glass vial containing a yellow sparkling liquid |
If a hero falls in excess of 20’ or is caught inside the blast of a Bomb, greater then every Alchemical item they carry must have a luck test made or be destroyed (a fumble will cause Bombs and Alchemists Fire to detonate).
Alchemicals – mundane
Acid – a flask of highly corrosive acid stored in a glass bottle. Can be used to dissolve objects that it is applied to; it can also be thrown at a target causing the bottle to break and its contents to spill. The acid will eat away at whatever it covers causing 2D6 damage per round to flesh, it dissolves cloth after 1 round, leather after 3 rounds and metal after 5 rounds. Mail armour is treated as leather for the speed that it burns through. Water can be used to wash away the acid and vinegar will neutralise it completely.
Alchemists Fire – this vial contains a viscous liquid that floats on water or sticks to its target, once ignited it will burn intensely for 5 rounds causing 3D6 damage, the fire is that hot it will ignore armour. Only complete deprivation of air or total immersion in water is enough to extinguish it.
Antidote – this remedy must be consumed wholly; the imbiber is given a +60% bonus to any Endurance test against poison.
Black Powder – this alchemical grit like substance is highly explosive when exposed to fire. Used as a component in other devices like bombs and black powder weapons it becomes devastating. It can be ignited and will burn and crackle until it is burned up.
Bomb, lesser – this flask contains smaller bottles containing different Alchemicals, once mixed the Alchemicals will cause a violent explosion to anything with 15’ of it causing 6D6 damage, armour reduction is halved due to the nature of an explosion. A small bag is enough for 10 shots from a Black Powder weapon or to make 1 bomb.
Bomb, greater – this keg contains a mixture of black powder (equal to 6 small bags), metal shards and other alchemicals. It is intended to be ignited by the use of a fuse or it can be shot by a flaming missile of Black Powder weapon. It will explode casing 3D6X10 damage to a 60’ area. If anyone survives the explosion they must make an Endurance test not to be deafened temporarily (on a fumble that deafness is permanent).
Glow Jar – this thick glass jar contains a mixture of liquid alchemicals that when shaken violently will create a green glow that last for up to an hour. The Glow Jar is good for 5 uses before the alchemicals become inert. It creates a light equal to a candle.
Healing Salve – a small clay pot contains an herbal remedy the stimulates healing of wounds. The characters Body modifier is recovered every 10 minutes of rest, up to a maximum of 1 hour’s rest can be taken, only one healing salve can be used per day and will not recover any wounds suffered post application.
Poison, lesser – this potion is made from botanical extracts or alchemicals. Easy to use but difficult to obtain. It can either be added to food or drink; it can also be added to a smokebomb or even applied to a piercing or slashing weapon. The target must make an Endurance test, if they fail they suffer from terrible pain taking 30 points of damage and then a subsequent 5 points of damage for the next 6 rounds (a save can be made every round).
Poison, greater – this potion is made from botanical extracts or alchemicals. Easy to use but difficult to obtain. It can either be added to food or drink; it can also be added to a smokebomb or even applied to a piercing or slashing weapon. The target must make an Endurance test at -40%, if they fail they suffer from terrible pain taking 30 points of damage and then a subsequent 5 points of damage for the next 6 rounds (a save can be made every round)
Poultice – a small cloth bag containing a soft moist mass of botanicals is used to treat lesser poisons it is applied directly to the wound site and tied in place in order to draw the poison out. This adds a +20% to subsequent Endurance tests, whilst the poison is active.
Sleeping Draught – this odourless clear liquid if consumed or added to another drink wholly will cause the imbiber to fall into unconsciousness for 1hour, nothing will rouse them.
Smokebomb – similar to the bomb, when the vials are broken a cloud of thick, choking fog that completely obscures visibility fills a 20’ area. Unless it is laced with Poison then it is nothing but unpleasant. In a strong breeze or greater the smoke is dispersed after 1 round.
Alchemicals, lesser – magical
Healing Potion, lesser – this vial of potion must be consumed wholly or nothing happens, it will immediately cause up to 50% of the imbibers maximum health to be restored. It can also be poured directly into a wound of an unconscious hero for a 25% of maximum health restoration.
Invisibility Potion, lesser – this potion renders the imbiber and all they wear to blend in with their surroundings +60% bonus to stealth tests, it does not render them completely invisibly or silent and does not mask odours. A shadow will still be seen and a guard dog will appear to bark at nothing and if it can attack then it knows where its target is. This also allows the imbiber to use Stealth against undead with Life Sense at no extra bonus.
Mana Potion, lesser – this potion this vial of potion must be consumed wholly or nothing happens, it will immediately cause up to 50% of the imbibers maximum Power to be restored.
Heroism Potion – this potion must be consumed wholly; it will cause the imbiber to gain temporary extra health equal to their Body Attribute score. Once this temporary health is depleted the effects of the potion are no longer active.
Restoration Potion, lesser – this potion if wholly consumed will reduce the imbibers Fatigue level by one stage.
Alchemicals, Greater – magical
Healing Potion, greater – this potion must be consumed wholly and will immediately restore the imbibers Health to be restored to full, it can be poured directly into a wound for a 50% of maximum health restoration.
Invisibility Potion, greater – the powerful and coveted potion renders the imbiber and all they wear invisible, silent and odourless for up to 1 hour. If the imbiber “attacks” or chooses to end the effect, then they will slowly fade in to view. The potion also renders the imbiber invisible to Undead.
Mana Potion, greater – this potion must be consumed wholly it will immediately cause the imbibers Power to be restore to full.
Power Potion – this potion must be consumed wholly; it will cause the imbiber to gain temporary extra Power equal to their “Power” Attribute score. Once this temporary Power is depleted the effects of the potion are no longer active.
Restoration Potion, greater – this potion if wholly consumed will remove any Fatigue levels of the imbiber.
Resistance Shards
These are raw uncut semi-precious crystals that are enchanted to protect against a specific type of damage.
They are grown in vats by Alchemists and will protect the bearer from harm. It requires the expenditure of 1 Power point for the crystal to activate and lasts for 10 minutes. A brand-new crystal contains 3 charges and weighs 1 ENC. They are often worn in a pendant but can simply be in a pocket or tucked in a belt.
Damage Type |
Cost |
Acid |
350 |
Cold |
250 |
Electricity |
350 |
Fire |
250 |
Magic |
500 |
Mind |
1000 |
Poison |
250 |
Radiant |
500 |
Sonic |
250 |