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  1. Notes

4.1 Gear

Core Rule System

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

Mail

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

Mail

+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

 

 


 

 



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