Equipment
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 Category | Hands | Damage | Weight | Effects | Value |
|---|---|---|---|---|---|
| Rock | 1H | 2 Physical | — | Throwable (30’) | Free |
| Throwable | 1H | 3 Physical | 1/4# | Throwable (30’) | $10 |
| Light melee | 1H | 4 Physical | 1/4# | $30 | |
| Medium melee | 1H/2H | 5 Physical | 1# | Hand-and-a-half | $50 |
| Heavy melee | 2H | 8 Physical | 2# | Reach | $70 |
| Ranged Weapons | Hands | Damage | Weight | Range | Effects | Value |
|---|---|---|---|---|---|---|
| Sling | 2H | 4 Physical | 1/4# | 90’ | Sling | $10 |
| Bow | 2H | 5 Physical | 1# | 150’ | $50 | |
| Crossbow | 2H | 8 Physical | 1# | 150’ | Reload | $25 |
| Windgun pistol | 1H | 5 Physical | 1/4# | 120’ | Melee | $200 |
| Windgun | 2H | 8 Physical | 1# | 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).
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.
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).
| Armor | Weight | Value | Armor |
|---|---|---|---|
| Leather/padded | 1# | $10 | 1 |
| Chainmail/scale | 2# | $250 | 2 |
| Plate | 4# | $500 | 4 |
Barding, specialized armor for animals, is priced & weighted based on the size of the animal in question.
| Barding | Armor | 5’ | 5’ | 10’ | 10’ | 15’ | 15’ | 20’ | 20’ |
|---|---|---|---|---|---|---|---|---|---|
| Value | Weight | Value | Weight | Value | Weight | Value | Weight | ||
| Leather | 1 | $100 | 1# | $300 | 2# | $600 | 3# | $1,600 | 4# |
| Chain | 2 | $400 | 2# | $600 | 3# | $1,200 | 5# | $3,200 | 8# |
| Plate | 4 | $800 | 4# | $1,200 | 6# | $2,400 | 10# | $6,400 | 16# |
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.
| Robes | Weight | Value | Extra SD |
|---|---|---|---|
| Magician’s clothing | 1/4# | $200 | 1 |
| Noble’s robes | 1/4# | $2,000 | 2 |
Animals
| Animal | Value | Max. Load |
|---|---|---|
| Donkey | $100 | 15# |
| Draft horse | $300 | 100# |
| Horse | $400 | 60# |
| Warhorse | $4,000 | 80# |
| Chicken | $1 | — |
| Goat | $30 | #6 |
| Sheep | $20 | #4 |
Vehicles
| Vehicle | Value | Max. Load |
|---|---|---|
| Cart, 1-horse | $500 | 100# |
| Cart, 2-horse | $500 | 200# |
| Covered wagon, 1-horse | $2,000 | 150# |
| Covered wagon, 2-horse | $2,000 | 300# |
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.
| Vehicle | Crew | Speed (mi/day) | SHP | Max. Load | Value |
|---|---|---|---|---|---|
| Boat, row | 1 | 25 | 2 | #160 | $2,000 |
| Boat, sail | 2 | 100 | 4 | #800 | $10,000 |
| Galley, pirate | 60 | 100 | 25 | #750 | $3,000 |
| Junk, Glassian trader | 5 | 100 | 10 | #2,000 | $25,000 |
| Junk, Glassian treasure | 100 | 100 | 200 | #40,000 | $50,000 |
| Merchantman, Venetian | 50 | 100 | 100 | #20,000 | $100,000 |
| Warship, Venetian trader | 200 | 50 | 400 | #80,000 | $1,000,000 |
| Reefbreaker, Hydrean imperial | 1,000 | 50 | 2,000 | #400,000 | $4,000,000 |
Food
| Food | Value |
|---|---|
| Simple meal | $⅒ |
| Full day’s meals | $¼ |
Lodging
| Item | Value |
|---|---|
| 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
| Item | Value | Weight |
|---|---|---|
| Book (instruction/novel/poetry) | $50 | 1/4# |
| Compass | $150 | — |
| Traveler’s materials | $30 | 2# |
| Rope (30’ length, 1” diameter, 50# safe load) | $7 | 1/2# |
| Chain (30’ length, 1/4” diameter, 50# safe load) | $8 | 1# |
Luxury Goods
Base value is cost of production; Glassian value is actual value per unit sold.
| Item | Base Value/# | Glassian Rarity | Glassian Value/# | Unit |
|---|---|---|---|---|
| Glassware, common | $20 | x1 | $20 | Boxes |
| Incense | $8 | x6 | $48 | Jars |
| Spices, Glassian | $60 | x1 | $60 | Jars |
| Ivory, walrus | $15 | x5 | $75 | Tusks |
| Ramie | $80 | x2 | $160 | Bolts |
| Coraler dye | $50 | x4 | $200 | Jars |
| Glassware, fine | $100 | x2 | $200 | Boxes |
| Furs, rare | $80 | x5 | $400 | Skins |
| Gems, semiprecious | $80 | x5 | $400 | Lockboxes |
| Spices, foreign | $60 | x10 | $600 | Jars |
| Porcelain, Venetian | $80 | x8 | $640 | Boxes |
| Gems, precious | $450 | x5 | $2,250 | Lockboxes |
- 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.