Equipment is measured by cost and Encumbrance (ENC), which combines weight and bulk. Listed prices assume an established city market; availability and cost change with place and circumstance.
Chapter 03
Equipment
Weapons, armour, supplies, transport, and prices for outfitting an adventurer.
Availability and exchange
These lists are game tools, not a full economic model. Their prices and selection assume a prosperous city with organised markets. Towns carry less, villages mainly offer local goods, and isolated settlements may demand higher prices or barter.
| Currency | Value |
|---|---|
| 10 copper pieces (CP) | 1 silver piece (SP) |
| 10 silver pieces (SP) | 1 gold piece (GP) |
For barter or a contested bargain, make an opposed Trade test between buyer and seller. The result sets the price or terms; it does not make unavailable goods appear.
Equipment has consequences too. Encumbrance slows an overloaded traveller, displayed wealth attracts thieves, and openly carried arms can provoke fear, legal scrutiny, or the local watch.
If your STR or DEX is below a weapon’s listed minimum, attacks and Parries with it are at -1P. Being below both still gives only -1P.
Weapons come in four Sizes: Light, Medium, Heavy, and Huge. Size decides how much a winning Parry blocks; see Parry Size.
Close Combat weapons
| Weapon | Type | Damage | STR/DEX | ENC | Size | Cost |
|---|---|---|---|---|---|---|
| Arming Sword | 1H | 1D8 | 9/9 | 2 | Medium | 150 SP |
| Ball and Chain | 1H | 1D8 | 9/9 | 2 | Medium | 120 SP |
| Battleaxe | 1H | 1D8 | 9/9 | 2 | Medium | 120 SP |
| Club | Flex | 1D6 | 5/9 | 1 | Light | 20 SP |
| Dagger | 1H/Thrown | 1D4+1 | — | — | Light | 20 SP |
| Great Axe | 2H | 2D8 | 13/5 | 4 | Heavy | 200 SP |
| Great Hammer | 2H | 2D8 | 13/5 | 4 | Heavy | 200 SP |
| Greatsword | 2H | 2D8 | 13/9 | 4 | Heavy | 300 SP |
| Hatchet | 1H/Thrown | 1D6 | 5/9 | 1 | Light | 20 SP |
| Lance | Flex/Set | 1D10 | 11/9 | 3 | Heavy | 150 SP |
| Longspear | 2H/Set | 1D8+1 | 9/5 | 2 | Medium | 30 SP |
| Longsword | Flex | 1D8 | 13/11 | 2 | Medium | 250 SP |
| Mace | Flex | 1D8 | 9/9 | 2 | Medium | 120 SP |
| Military Flail | 2H | 2D8 | 13/5 | 4 | Heavy | 200 SP |
| Polearm | 2H/Set | 1D8 | 9/9 | 3 | Heavy | 200 SP |
| Quarterstaff | 2H | 1D8 | 5/9 | 2 | Medium | 20 SP |
| Scimitar | 1H | 1D8 | 9/9 | 2 | Medium | 150 SP |
| Shield, small | 1H | 1D4 | — | 1 | Medium | 50 SP |
| Shield, medium | 1H | 1D6 | 9/— | 2 | Heavy | 150 SP |
| Shield, large | 1H | 1D6 | 13/— | 3 | Huge | 300 SP |
| Shortspear | Flex/Set/Thrown | 1D6 | 5/5 | 2 | Medium | 20 SP |
| Shortsword | 1H | 1D6 | 5/5 | 1 | Medium | 100 SP |
| Unarmed | — | 1D3 | — | — | Light | — |
| War Hammer | 1H | 1D8 | 9/9 | 2 | Medium | 120 SP |
- 1H: needs one hand. 2H: needs two hands.
- Flex: can be used in two hands for +2 damage and a STR requirement 2 lower than listed.
- Set: can be set against a Charge.
- Thrown: can use its ranged profile without an improvised-weapon penalty.
Primitive or improvised versions of listed weapons deal 1 less damage, to a minimum of 1.
Ranged weapons
Ranged Combat explains Range, reloading crossbows, and cover.
| Weapon | Type | Damage | Range | STR/DEX | ENC | Size | Cost |
|---|---|---|---|---|---|---|---|
| Dagger | Close/Thrown | 1D4+1 | STR m | —/9 | — | Light | 20 SP |
| Crossbow, heavy | 2H/Missile | 2D6 | 150 m | 9/9 | 2 | — | 350 SP |
| Dart | Thrown | 1D3 | STR m | —/9 | — | Light | 15 SP |
| Crossbow, light | 2H/Missile | 1D8 | 125 m | 5/9 | 1 | — | 150 SP |
| Hatchet | Close/Thrown | 1D6 | STR m | —/9 | 1 | Light | 20 SP |
| Improvised rock | Thrown | 1D4 | STR m | 5/5 | 1 | Light | — |
| Javelin | Thrown | 1D6 | STR × 2 m | 5/9 | 1 | Medium | 20 SP |
| Longbow | 2H/Missile | 1D10 | 150 m | 13/9 | 1 | — | 150 SP |
| Shortbow | 2H/Missile | 1D8 | 75 m | 9/9 | 1 | — | 75 SP |
| Shortspear | Close/Thrown | 1D6 | STR × 2 m | 5/9 | 2 | Medium | 20 SP |
| Sling | 1H/Missile | 1D6 | 50 m | —/9 | — | — | 5 SP |
| Whip | Close | 1D3 | 5 m | —/9 | — | Light | 50 SP |
- Close: within 2 metres, attack with Close Combat and the listed damage.
- Thrown: the ranged attack adds DM.
- Missile: bows, crossbows, and slings do not add DM.
A small shield can be strapped to the arm while you carry a 2H ranged weapon, but it cannot attack, Parry, or provide Active Guard until you stop wielding the ranged weapon.
Ammunition
| Ammunition | ENC | Cost |
|---|---|---|
| Arrows (10) | — | 1 SP |
| Crossbow bolts (10) | — | 2 SP |
| Sling bullets (10) | — | 5 CP |
Armour Points (AP) reduce incoming damage after any Parry. Armour ENC counts toward carried load and is also subtracted from the wearer’s base Combat Order.
| Armour | AP | ENC | Cost |
|---|---|---|---|
| Leather | 2 | 3 | 500 SP |
| Ringmail | 3 | 4 | 1,000 SP |
| Scalemail | 4 | 6 | 1,500 SP |
| Chainmail | 5 | 7 | 3,000 SP |
| Platemail | 6 | 9 | 9,000 SP |
- Leather includes padded, boiled leather, or layered linen protection.
- Ringmail is a padded suit reinforced with sewn metal rings.
- Scalemail is a padded suit covered with overlapping metal scales.
- Chainmail is a suit of interlinked metal rings.
- Platemail is fitted steel plate over a chain backing.
Size and fit
- Armour made for SIZ 1–5 has half the listed cost and ENC; armour for SIZ 21 or more has double.
- Ill-fitting plate can be worn at double ENC. Other armour must fit well enough for the Gamemaster to allow it.
- Armour cannot be layered to combine AP.
| Item | ENC | Cost |
|---|---|---|
| Backpack | 1 | 5 SP |
| Bedroll | 1 | 1 SP |
| Block and Tackle | 1 | 15 SP |
| Bottle, glass | — | 2 SP |
| Candle, 1 hour | — | 1 CP |
| Chain, 2 metres | 2 | 40 SP |
| Climbing Kit | 1 | 25 SP |
| Craft Tools | 2 | 75 SP |
| Crowbar | 1 | 25 SP |
| Healing Kit | — | 25 SP |
| Fish Hook | — | 1 CP |
| Fishing Kit | 1 | 15 SP |
| Flint and Tinder | — | 5 CP |
| Grappling Hook | — | 5 SP |
| Hammer | — | 1 SP |
| Ladder, 3 metres | 4 | 2 SP |
| Lantern | 1 | 10 SP |
| Lock Picks | — | 75 SP |
| Mining Pick | 1 | 35 SP |
| Musical Instrument | 2 | 70 SP |
| Oil, flask | 1 | 1 SP |
| Papyrus, sheet | — | 1 SP |
| Quiver | — | 2 SP |
| Rope, 10 metres | 2 | 10 SP |
| Sack, large | 1 | 5 CP |
| Sack, small | — | 2 CP |
| Scythe | 2 | 30 SP |
| Slingbag | 1 | 5 CP |
| Spade | 1 | 25 SP |
| Torch, 1 hour | — | 4 CP |
| Waterskin | 1 | 5 CP |
| Writing Kit | 1 | 45 SP |
Containers and supports
| Item | Capacity |
|---|---|
| Backpack | 20 ENC |
| Large sack | 10 ENC |
| Small sack | 5 ENC |
| Slingbag | 15 ENC |
| Quiver | 30 arrows or bolts |
| Waterskin | Two days’ water for one adventurer |
| Rope or grappling hook | 50 ENC, 50 SIZ, or a combined total of 50 |
Containers make their contents manageable, but the contents keep their ENC.
Tools
- Block and Tackle: needs at least 10 metres of rope. Grants
+1Bto Mechanisms tests involving large traps, and enables suitable engineering tasks with Mechanisms. - Climbing Kit:
+1Bto Athletics tests to climb. - Crowbar:
+1Bto brute-force Athletics tests. As a weapon, a club at-1P. - Healing Kit: five Healing or Surgery attempts. Each attempt uses one, whether it succeeds or fails.
- Fish Hook: lets Natural Lore catch fish without an equipment penalty.
- Fishing Kit:
+1Bto Natural Lore tests to catch fish. - Flint and Tinder: starts an ordinary fire in one minute, with no Natural Lore test in normal conditions.
- Lock Picks:
+1Bto Mechanisms tests to open locks. - Hammer, Mining Pick, or Spade: as a weapon, a club at
-1P. A hammer or mining pick can strike hard objects without automatically being ruined. - Scythe: as a weapon, a polearm at
-1P.
Light and fuel
- A candle burns for one hour, lights a 1-metre radius, and goes out in more than a slight breeze.
- A lantern burns for two hours on one flask of oil and lights a 3-metre radius.
- Spilled and ignited lamp oil sustains a small fire for one minute.
- A torch burns for one hour and lights a 3-metre radius. As a weapon, it attacks as a club at
-1Pbut deals1D4fire damage instead of club damage. Only an attack fumble puts it out.
These are baseline prices in a settled market. Training, scarcity, pedigree, danger, and local custom can change them.
Animals and transport
| Animal, vehicle, or service | Cost |
|---|---|
| Bison | 200 SP |
| Bull | 250 SP |
| Cart | 75 SP |
| Cat | 2 SP |
| Chariot | 600 SP |
| Cow | 150 SP |
| Dog, domestic | 2 SP |
| Dog, hunting | 25 SP |
| Fowl | 1 SP |
| Goat | 50 SP |
| Hawk | 400 SP |
| Horse, draft | 400 SP |
| Horse, riding | 350 SP |
| Horse, combat-trained | 500 SP |
| Mule | 125 SP |
| Ox | 200 SP |
| Pig | 50 SP |
| Saddle and bridle | 75 SP |
| Sheep | 30 SP |
| Post-horse travel | 2 SP per kilometre |
| Ship travel | 1 SP per kilometre |
| Wagon travel | 5 SP per kilometre |
| Wagon | 300 SP |
Food and lodging
| Item | Cost |
|---|---|
| Lodging, poor | 2 CP |
| Lodging, average | 1 SP |
| Lodging, superior | 5 SP |
| Food and drink, poor, one day | 1 CP |
| Food and drink, average, one day | 5 CP |
| Food and drink, superior, one day | 2 SP |
| Trail rations, one day | 5 CP |