Equipment is measured by cost and Encumbrance (ENC), which combines weight with bulk. The listed prices assume an established urban 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
The lists in this chapter are game tools, not a complete economic model. Their prices and full 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. A result sets the price or terms; it does not make unavailable goods appear.
Equipment also has consequences. Encumbrance slows an overloaded traveller, displayed wealth attracts thieves, and openly carried arms may provoke fear, legal scrutiny, or the local watch.
Use Close Combat for hand-to-hand attacks and Ranged Combat for attacks made at distance. If either STR or DEX is below a weapon’s listed minimum, attacks and Parries with it suffer -1P; being below both still applies only -1P.
Damage Modifier (DM) applies to melee, unarmed, and thrown attacks. Bows, slings, and crossbows use only their listed damage unless a Talent says otherwise.
Weapon size
Weapons use four sizes: Light, Medium, Heavy, and Huge. Size determines how much damage a Parry blocks:
| Parrying item compared with the attack | Damage blocked |
|---|---|
| Same size or larger | All |
| One size smaller | Half |
| Two or more sizes smaller | None |
| Critical Parry | All, regardless of size |
Unarmed attacks such as punches and kicks are Light. A natural weapon uses the Size in its creature profile, or Medium when none is listed. A thrown weapon uses the Size in the ranged table when Parried.
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: Requires one hand. 2H: Requires two hands. Flex: May be used in two hands for +2 damage and a STR requirement 2 lower than listed. Set: May be set against a charge using the Combat rules. Thrown: May 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
A target within Range can be attacked normally. A target beyond Range but no farther than twice Range may be attacked at -2P; anything farther away cannot be hit.
| 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 weapon without Close used within 2 metres is an improvised Light club (1D6+DM) and attacks at -1P.
A small shield may be strapped to the arm while carrying a 2H ranged weapon, but it cannot attack, Parry, or provide Active Guard until the ranged weapon is no longer being wielded.
Reloading crossbows
- Reloading a light crossbow spends the character’s Movement Action and base Reaction.
- Reloading a heavy crossbow consumes the entire round: Combat Action, Movement Action, and all Reactions.
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 made for SIZ 21 or more has double the listed cost and ENC.
- Ill-fitting plate may 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 do not remove the contents’ ENC.
Tools
- Block and Tackle: Requires at least 10 metres of rope. Grants
+1Bto Mechanisms tests involving large traps and enables suitable Engineering tasks. - Climbing Kit: Grants
+1Bto Athletics tests made to climb. - Crowbar: Grants
+1Bto brute-force Athletics tests. As a weapon, it is a club at-1P. - Healing Kit: Provides five Healing or Surgery attempts; an attempt expends one use whether it succeeds or fails.
- Fish Hook: Allows Natural Lore to catch fish without an equipment penalty.
- Fishing Kit: Grants
+1Bto Natural Lore tests made to catch fish. - Flint and Tinder: Starts an ordinary fire in one minute without a Natural Lore test under normal conditions.
- Lock Picks: Grant
+1Bto Mechanisms tests made to open locks. - Hammer, Mining Pick, or Spade: As a weapon, treat it as a club at
-1P. A hammer or mining pick may strike hard objects without being ruined automatically. - Scythe: As a weapon, treat it as 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, attack as with a club at
-1P, but deal1D4fire damage instead of normal club damage. Only an attack fumble extinguishes it.
These are baseline prices in a settled market. Training, scarcity, pedigree, danger, and local custom may 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 |