Equipment

Inventory

You have a limited number of items you can carry while remaining nimble and active.

Ready equipment can be drawn or used as a free action, you have 4+STR ready slots.

Stowed equipment takes a full action to access, but you can carry Twice as much as Readied Equipment.

Packed equipment is inaccessible in combat as it is burred in bulky bags, kept with your horse or even stored at the camp or inn. You can Pack as much equipment as you can justify carrying while you travel.

Inventory
Kits
Mundane Gear
Magical Gear
Alchemical Works
Poisons

Kits

Kits are bundles of non-specific mundane equipment such as tools, lamps, or basic supplies.

Each kit has 4 uses that can be used to pull out a tool needed that would be kept by the profession the kit describes, these uses refill in town.

Each kit takes 2 slots, and costs 1 coin.

The professions are: Thief, Courtier, Ranger, Scholar, Performer, and Craftsman.

Thief Kit. Perfect for a rogue planning to make their way through a locked tomb… or house.

Courtier Kit. Tools needed for the diplomat, charlatan or noble.

Ranger Kit. Allowing a traveler to live in the wilds or navigate distant spaces.

Scholar Kit. Contains the knowledge needed or the tools needed to find it.

Performer kit. A pack of colorful outfits, makeup, instruments and any other parts of a performance or show.

Craftsman Kit. Choose a craft, this kit will hold all the portable resources needed for that craft.

Mundane Gear

Mundane gear is common and cheap, most can be bought for the change in your pocket and can be found in any town.

Rations. 1 slot per day. Each day of rations, allows a character to Recover with a nights rest.

Healing Kit. 2 slots. 1 coin, Can be used to stabilize an incapacitated character, consuming a use. Also contains herbs and glassware.

Lamp Oil. 1 slot for 10 uses. May be used to light a lamp for 10 minutes per charge, can be thrown at an opponent to light them on fire, dealing 1d4 damage each turn until they take an action to extinguish the fire

Ball Bearings. 1 slot for a bag full. Lead balls can be used to jam machinery or force enemies to save to avoid falling prone (P) and being stunned (F)

Bag of Pepper. Can be thrown at an opponent to make it hard to speak clearly or cast spells.

Magical Gear

Requires special knowledge to create and therefore requires specialty stores, and may not be available in small settlements.

Scroll*. 1 coin per MD. Magical artifacts that allow the holder to cast a spell by reading it aloud.

Wand*. 1 coin per charge. These allow you to cast a spell at 1 MD a number of times equal to their charges. These charges refresh at dawn.

Tangle Bag. 1 coin. Can be thrown at near opponents where the grasping vines will restrain them, they must save or be Restrained (P) or Immobilised (F) for 1 turn.

Blessed Oil. 1 coin. A thin water like oil, it burns with a smokeless pale flame, extra effective against undead. When poured over wounds can cleanse curses and diseases but causes hallucinations.

Alchemical Works

Requires access to a skilled alchemist, and often need to be commissioned.

Potion Belt. 1 enc. Holds 3 slots of alchemical works, these take up no encumbrance while in the belt.

Solvent. 1 coin. This liquid dissolves metal taking minutes for each inch. Smells terrible.

Draught of Revitalization. 1 coin. Regain 2d8 stamina or stabilize an incapacitated character.

Draught of Cleansing. 1 enc per 3, 1 coin for 3 doses. Cure all common poisons and diseases, however spend a turn vomiting.

Draught of Swiftness. 1 coin. Can take a free move action each turn for the scene.

Vial of Flame. 1 coin. When thrown creates an area of fire 10ft diameter, dealing 1d4 damage per turn spent in the area.

Vial of Smoke. 1 coin. When thrown creates a thick cloud of smoke of approximately 30ft diameter, obscuring everything within.

Vial of Light. 1 coin. When shaken glows like a torch for the scene, can be thrown and shattered to light 120ft radius for 2d4 turns.

Poisons

Thug’s Oil. 1 coin, wounds a character with Poisoned, Slows NPC’s.

Nightshade Oil. 2 coin, deals 1d8 damage each turn on a failed save for 3 turns.

Cockatrice Oil. 2 coin, petrifies characters, save or be slowed (p) or paralyzed (f).

Sandman Dust. 1 coin, causes the character to fall into a light sleep. Aware characters may save to be stunned for a turn(p) or nullify the effects (s).

Tiresias Dust. 1 coin, characters must save or be blinded.

Rhymer Dust. 1 coin, character will unconsciously say everything that comes into their head.