Items

Equipment & Prices

Starting Equipment

A PC begins with 2d6 × 10 silver, a waterskin, and d4 days of food. The rest is rolled. From p.21–22:

Carrier (d6)

1–2. Nothing.

  1. Backpack (holds 7 normal-sized items).
  2. Sack (holds 10 normal-sized items).
  3. Small wagon, or one item from the d12 tables below.
  4. Donkey — not bad. Or one of the above.

Starting Items, First Roll (d12)

  1. Rope, 30 feet.
  2. Presence + 4 torches.
  3. Lantern with oil for Presence + 6 hours.
  4. Magnesium strip.
  5. A random unclean scroll. (See Powers.)
  6. Sharp needle.
  7. Medicine chest (Presence + 4 uses; stops bleeding/infection and heals d6 hp).
  8. Metal file and lockpicks.
  9. Bear trap (Presence DR14 to spot, d8 damage).
  10. Bomb — sealed bottle, d10 damage.
  11. A bottle of red poison, d4 doses (Toughness DR12 or d10 damage).
  12. Silver crucifix.

Starting Items, Second Roll (d12)

  1. Life elixir, d4 doses (heals d6 hp and removes infection).
  2. A random sacred scroll. (See Powers.)
  3. Small but vicious dog (d6+2 hp, bite d4; obeys only you).
  4. d4 monkeys that ignore but love you (d4+2 hp, punch/bite d4).
  5. Exquisite perfume worth 25s.
  6. Toolbox: 10 nails, tongs, hammer, small saw, drill.
  7. Heavy chain, 15 feet.
  8. Grappling hook.
  9. Shield (−1 damage, or break the shield to ignore one attack entirely).
  10. Crowbar (d4 damage).
  11. Lard (may function as 5 meals in a pinch).
  12. Tent.

Starting Armor (d4) — p.22

Roll d2 instead if you began with a scroll. Scrolls will never work in zweihand weapons or medium/heavy armor.

d4 Armor Damage Reduction Notes Cost
1 No armor (tier 0)
2 Light (fur, padded cloth, leather) — tier 1 −d2 20s
3 Medium (scale, mail) — tier 2 −d4 DR +2 on Agility tests, including defence 100s
4 Heavy (splint, plate) — tier 3 −d6 DR +4 on Agility tests; defence at DR +2 200s

A shield (20s) gives −1 damage on every attack. Or, break it to ignore one whole attack.

Equipment

Item Cost Notes
Backpack 6s Holds 7 normal-sized items
Bear trap 20s Presence dr14 to spot, d8 damage
Blanket 4s
Caltrops 7s d4 damage + infection on 1 in 6
Chalk 1s
Chewing tobacco 1s
Crowbar 8s (d4 damage as improvised weapon)
Crucifix, silver 60s
Crucifix, wood 8s
Dried food 1s 1 day
Exquisite perfume 25s
Firesteel 4s
Grappling hook 12s
Hammer 8s
Heavy chain 10s 15 feet
Iron nails 10s 10 nails
Ladder 7s
Lantern oil 5s Presence + 6 hours
Lard 5s May function as 5 meals
Large iron hook 9s
Lockpicks 5s
Magnesium strip 4s
Manacles 10s
Mattress 3s
Meat cleaver 15s
Medicine box 15s Stops bleeding/infection and +d6 hp. Presence + 4 uses
Metal file 10s
Mirror 15s
Muzzle 6s
Noose 5s
Oil lamp 10s
Poison (black) 20s Toughness dr14 or d6 damage + blind 1 hour. 3 doses
Poison (red) 20s Toughness dr12 or d10 damage. 3 doses
Preserved corpse 66+d6s
Rope 4s 30 feet
Small wagon 25s
Tent 12s
Toolbox 20s 10 nails, hammer, small saw, tongs
Torch 2s
Sack 3s Holds 10 normal-sized items
Salt 4s
Scissors 9s
Scroll ~50s To the right buyer
Sharp needle 3s
Waterskin 4s 4 days of water

Services

Service Cost
Night in hospice 3s
Drink 1s
Steady meal 2s
Bribe, guard 20–40s
Bribe, clerk 30–60s
Bribe, rabble 5–15s
Repair armor — tier 1 to 2 25s
Repair armor — tier 2 to 3 40s

Armor cannot be repaired to a tier higher than its original.

Weapons

Damage Weapon Cost
d8 Battle axe 35s
d6 Bow 25s
d6 Club 10s
d8 Crossbow 40s
d8 Flail 35s
d4 Femur worthless
d6 Handaxe 15s
d4 Knife 10s
d6 Mace 25s
d4 Shortbow 13s
d4 Shortsword 20s
d4 Sling 8s
d4 Staff 5s
d6 Sword 30s
d6 Warhammer 30s
d2 Whip 5s
d10 Zweihänder 60s
20 arrows 10s
10 bolts 10s

Improvised weapons do d4 damage. Who wouldn't forgo fisticuffs for a grappling hook?

Beasts

Beast Cost
Dog (trained) 25s
Dog (wild) 10s
Horse 80s
Mule 10s
Rat (tame) 8s
Connections

Powers (scroll prices), Armor system, see also Blackpowder Weapons (Cult expansion)

Gaps / Expansion Notes

Source is precise here. Cult expansions add new categories — see Blackpowder Weapons for firearms.