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Equipment

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Availability & Pricing

Item Availability by Price

If it’s necessary to determine the quantity of an item that can be bought in a given Settlement, divide 5 times the Settlement’s Families by the item’s Value. The result, rounded down, is how many can be found. If the result is less than 1, the GM may at his discretion set an X-in-6 chance that a single item can be found this month; otherwise, none are available.

Item Availability by Commission

Regardless of how many are available to purchase outright, items can also be commissioned from capable craftsmen. The average craftsman produces $50 worth of goods per day.

Weapon Categories

Weapons are categorized by hands occupied (1H vs. 2H) & Weight. Each category can represent a wide variety of weapons, including shields.

Weapon CategoryHandsDamageWeightEffectsValue
Rock1H2 PhysicalThrowable (30’)Free
Throwable1H3 Physical1/4#Throwable (30’)$10
Light melee1H4 Physical1/4#$30
Medium melee1H/2H5 Physical1#Hand-and-a-half$50
Heavy melee2H8 Physical2#Reach$70
Ranged WeaponsHandsDamageWeightRangeEffectsValue
Sling2H4 Physical1/4#90’Sling$10
Bow2H5 Physical1#150’$50
Crossbow2H8 Physical1#150’Reload$25
Windgun pistol1H5 Physical1/4#120’Melee$200
Windgun2H8 Physical1#180’$150

Gear Effects

  • Hand-and-a-half: If wielded with two hands, gain +1 Damage. This can represent an arming sword being wielded in two hands, or a shield that’s optionally storable.
  • Range: Weapon is a ranged weapon with the listed distance as its maximum reach.
  • Reach: Melee reach is doubled while measuring in Skirmish combat.
  • Reload: User must take a Reload Action after every shot in Skirmish combat.
  • Sling: You need a 15’ diameter, 10’ tall cylinder around yourself to be clear in order to use a sling.
  • Melee: This weapon can be dual-wielded as a half of a Medium Melee weapon category pair (increasing Damage by 1 in Melee only).
What makes crossbows good?

They’re easy to train with & inexpensive, which is mostly irrelevant for PCs & in danger of being supplanted by the relatively new, equally trainable & far more lethal windgun.

Why are shields weapons?

Simplification & fun. Rather than making one pairing of weapon + shield obviously superior, you can design a weapon of a given category to be many hypothetical weapon combinations. Besides, you wouldn’t like it if due to a dumb quirk of the math, a shortsword + shield was the only logical combination, would you?

That said, if you get a magical shield, you can feasibly swap it into a Medium Melee combo or pair it with a Light Melee weapon (& subsequently boost the Light Melee weapon’s Damage by +2 while wielding a shield so it’s on par with a Medium Melee combo).

Armor

Worn armor grants Armor, which provides ablative Armor Points (AP).

ArmorWeightValueArmor
Leather/padded1#$101
Chainmail/scale2#$2502
Plate4#$5004

Barding, specialized armor for animals, is priced & weighted based on the size of the animal in question.

BardingArmor5’5’10’10’15’15’20’20’
ValueWeightValueWeightValueWeightValueWeight
Leather1$1001#$3002#$6003#$1,6004#
Chain2$4002#$6003#$1,2005#$3,2008#
Plate4$8004#$1,2006#$2,40010#$6,40016#

Magician’s Clothes

Properly engineered robes & equipment can substantially increase magical power. If worn from the point of waking onward, these robes increase their wearer’s Spell Dice by the amount listed. When removed, the caster immediately loses that much SD, starting with any remaining unexhausted capacity.

RobesWeightValueExtra SD
Magician’s clothing1/4#$2001
Noble’s robes1/4#$2,0002

Animals

AnimalValueMax. Load
Donkey$10015#
Draft horse$300100#
Horse$40060#
Warhorse$4,00080#
Chicken$1
Goat$30#6
Sheep$20#4

Vehicles

VehicleValueMax. Load
Cart, 1-horse$500100#
Cart, 2-horse$500200#
Covered wagon, 1-horse$2,000150#
Covered wagon, 2-horse$2,000300#

Vessels

A sailing ship will generally cost $2,500 per ton (#200) of cargo capacity. For every ton, approximately half a crewmember (#40 each) is required. This leaves #190 free per ton.

VehicleCrewSpeed (mi/day)SHPMax. LoadValue
Boat, row1252#160$2,000
Boat, sail21004#800$10,000
Galley, pirate6010025#750$3,000
Junk, Glassian trader510010#2,000$25,000
Junk, Glassian treasure100100200#40,000$50,000
Merchantman, Venetian50100100#20,000$100,000
Warship, Venetian trader20050400#80,000$1,000,000
Reefbreaker, Hydrean imperial1,000502,000#400,000$4,000,000

Food

FoodValue
Simple meal$⅒
Full day’s meals

Lodging

ItemValue
Hospitality
Inn, common$1
Inn, private$2
Stabling, overnight$2
Stabling, warbeast$5

Quality of hospitality depends on the host. Larger bands will find themselves beyond the means of the average family to house.

Cargo Transportation

Transporters charge $1 per day to transport 10# of goods, and $10 per day to transport 1 passenger, calculated based on the time to reach the destination. Rare, dangerous, or out-of-the-way destinations may raise the price.

Passengers weigh twice their Weight as cargo when accounting for space & carried possessions.

General Goods

ItemValueWeight
Book (instruction/novel/poetry)$501/4#
Compass$150
Traveler’s materials$302#
Rope (30’ length, 1” diameter, 50# safe load)$71/2#
Chain (30’ length, 1/4” diameter, 50# safe load)$81#

Luxury Goods

Base value is cost of production; Glassian value is actual value per unit sold.

ItemBase Value/#Glassian RarityGlassian Value/#Unit
Glassware, common$20x1$20Boxes
Incense$8x6$48Jars
Spices, Glassian$60x1$60Jars
Ivory, walrus$15x5$75Tusks
Ramie$80x2$160Bolts
Coraler dye$50x4$200Jars
Glassware, fine$100x2$200Boxes
Furs, rare$80x5$400Skins
Gems, semiprecious$80x5$400Lockboxes
Spices, foreign$60x10$600Jars
Porcelain, Venetian$80x8$640Boxes
Gems, precious$450x5$2,250Lockboxes
  • Coraler Dye: Currently undergoing a severe price shock. With the reef plague sweeping the Inner Sea, much of the production has been wiped out, making a formerly cheap item an increasingly expensive rarity from demand & mismanaged supply alone.
  • Precious Metals: Annoying to price, since it constitutes the money supply. Treated as flat income.