Equipment
Going shopping
Going on an adventure without necessary equipment would be insane. Luckily
you can obtain useful tools in most villages and cities. Unless your
background indicates otherwise (you might be very poor or rich), you start
with fifty gold pieces with which you can buy whatever you think is useful.
The tables below give a number of examples, but as usual you can take weird
stuff with you if you want it.
The gold pieces you'll be given are in a local currency. Don't expect them to
be worth much in other countries, unless you find a smith to melt them down.
Most countries have silver pieces, ten of which are worth a gold piece. Also
you can buy gems if you have so much gold it becomes a burden. All prices
below are in gold pieces, by the way.
If your strength is below average, you should consider the fact that you're
unable to carry much with you. Maybe you should buy a mule or horse to carry
your stuff. While carrying heavy or bulky objects, such as a corpse, you
should get a temporary but severe drop in your agility.
Magical items
For certain weapons and tools, magical variations are known. Examples
include an axe that never needs sharpening, lamps that can't be extinguished,
rings that make you invisible, flying carpets, staffs that shoot fireballs,
etc. Your character won't start with magical items, but with a bit of luck
you'll be able to find some in your adventures.
Somebody with a high rank in empathy, or some knowledge of Arcanus, can
recognize magical items as such. It's a small matter for him to find out
what kind of discipline the item uses. With some experimenting you should be
able to figure out what exactly the item does; most are activated by a
certain motion or word or sound, and in general the item's method of
activation is related to its function.
A permanent magical item must contain a gem of sorts, which is used as a
focus to retain the magical powers. Be careful with them, because if you
should be clumsy enough to break the focus gem, it will release all its
magical energy in a short magical burst with unpredictable and potentially
dangerous results.
Melee weapons
| Price
| Damage
|
| Remarks
|
Battle axe
| 5
| 1d4+2
|
|
|
Club, wood
| 0
| 1d2
|
|
|
Club, metal
| 5
| 1d4
|
|
|
Halberd
| 10
| 1d4+2
|
|
|
Lance
| 10
| 1d4+1
|
|
|
Long sword
| 20
| 1d4+2
|
|
|
Morning star
| 10
| 1d6
|
|
|
Pick
| 8
| 1d4+2
|
|
|
Quarterstaff
| 1
| 1d4
|
|
|
Short sword
| 10
| 1d3+1
|
|
|
Trident
| 15
| 1d6
|
|
|
Twohanded axe
| 25
| 1d4+4
|
| Attack -2
|
Twohanded sword
| 50
| 1d6+2
|
| Attack -1
|
Warhammer
| 2
| 1d4
|
|
|
Whip
| 1
| 1
|
|
|
Unarmed
| 0
| 1
|
Missile weapons
| Price
| Damage
| Range
| Remarks
|
Blowgun
| 5
| 1
| 20
|
|
Crossbow
| 35
| 1d4
| 120
| Attack +2
|
Dagger
| 2
| 1d2
| 20
| Also in melee
|
Longbow
| 75
| 1d6
| 140
|
|
Short bow
| 30
| 1d4
| 100
|
|
Sling
| 1
| 1d2
| 80
|
|
Spear
| 1
| 1d6
| 20
| Also in melee
|
Throwing axe
| 1
| 1d4
| 20
| Also in melee
|
Armor
| Price
| Defense
| Remarks
|
Chain mail
| 75
| +3
| +1 absorption
|
Large shield
| 8
| +2
| Skill required
|
Leather armor
| 5
| +1
|
|
Metal armor
| 25
| +2
|
|
Plate mail
| 400
| +4
| +2 absorptie
|
Small shield
| 3
| +1
| Skill required
|
Sturdy clothes
| 1
| +0
|
Thin clothes
| 0
| –1
|
|
Miscellaneous
| Price
|
| Remarks
|
Arrows
| 1
|
| per ten
|
Crossbow bolts
| 1
|
| Per ten
|
Hourglass
| 3
|
|
|
Ink bottle
| 1
|
|
|
Lantern
| 3
|
|
|
Lamp oil
| 1
|
| per liter
|
Mirror
| 5
|
|
|
Parchment
| 1
|
| per ten
|
Quill
| 0
|
|
|
Rope
| 1
|
| 10 meter, heavy!
|
Signal whistle
| 2
|
|
|
Signet ring
| 3
|
|
|
Tinderbox
| 1
|
|
|
Warm blanket
| 1
|
|
|
Water clock
| 900
|
|
|
Waterskin
| 0
|
|
|
Simplex